Follow TV Tropes

Following

Characters / Warhammer 40,000: Chaos Gods

Go To


https://static.tvtropes.org/pmwiki/pub/images/chaos_daemons_4668.jpg
There is no peace among the stars, only an eternity of carnage and slaughter and the laughter of thirsting gods.
Advertisement:

"With the thirty-seven keys of Tzeentch, we open the way for our brothers. With the thousand whispers of Slaanesh, we call to them. With the twelve plagues of Nurgle, we fell their enemies. And with the mighty axe of Khorne, we cut open the world for them."

The Greater-Scope Villain of Warhammer 40,000 is Chaos, and the four greatest Chaos Gods (there are more, but they aren't nearly as powerful or well known) — Khorne, Tzeentch, Nurgle and Slaanesh — are the faces of that evil, the incarnations of humanity's vices and perversions of its virtues that would see the material universe torn down and replaced with seething madness.

The Chaos Gods are the personifications of the thoughts and emotions generated by living creatures, given sentience by the psychic energies of the Warp. Though incalculably powerful and gods by every measure of the word, they are by their nature monomaniacal and single-minded in perpetuating the concepts they embody. The Ruinous Powers are often labeled as unfathomably evil, but the truth is more complex — though the Chaos Gods do embody Rage, Scheming, Despair, and Lust, it is just as appropriate to label them the gods of Bravery, Hope, Perseverance, and Love. The interplay and incompatibility of these concepts leads to a great rivalry between the Chaos Gods, the "Great Game," an eternal conflict that consumes the Warp and spills over into the material universe.

Advertisement:

The Dark Gods' armies in this war are their legions of daemons, fragments of their own power given form and freedom to murder: reflections of primal emotions, machines that do not obey physical laws, childhood nightmares, all have a place in a daemonic horde. Most of the time these forces are content to crash against each other within the Warp, but daemons also exult in the chance to bring their corrupting influence into the Materium, and will answer summoners' calls for aid, exploit an unskilled sorcerer's lapse in concentration, or charge en masse out of a Warp rift to bring the madness of Chaos to another world. On rare occasions, the Chaos Gods will direct their forces to work together to meet a mutually beneficial goal or defeat a common enemy, but such events are only temporary respites from the eternal competition that defines them.

Advertisement:

While the Chaos Gods are far too powerful to be represented on the tabletop, their minions can be fielded as armies of Chaos Daemons, and play unlike any other faction. Their forces are fearless, supernaturally warded against enemy attacks, can appear from thin air, and are accompanied by a Warp Storm that generates unpredictable but occasionally devastating effects. Most are positively lethal in close combat but have little in the way of corporeal armor, and with the exception of Tzeentch's daemons are also lacking in ranged firepower. Chaos Daemons are also unique in that the same models are used in games of Warhammer, allowing them to be fielded under two different rulebooks.


Tropes applying to the Chaos Gods and their Daemons as a whole:

    open/close all folders 

    General Tropes 
  • Abstract Apotheosis: Inverted. The Chaos gods were formed from emotion, being the embodiments of despair and companionship (Nurgle); rage and martial honour (Khorne); hope and scheming (Tzeentch); and desire and lust (Slaanesh). Originally the gods were given approximate times of their formation, tied to notable events in (mostly-)human history (Nurgle during the Black Death, Khorne during the Crusades, Tzeentch during the Renaissance, and Slaanesh during the Fall of the Eldar) — aside from Slaanesh, these dates have since been retconned with the Chaos Gods now being formed during the war between the Old Ones and the Necrons/C'tan, as a result of the former's excessive use of Warp power.
  • Alien Geometries: The shapes and forms of daemons typically take these.
  • Animal Motifs: Savage Wolves for Khorne, Clever Crows for Tzeentch, and Flies Equals Evil for Nurgle (even his symbol is a stylized fly). Background material notes that many Chaos cults can be disguised as animal totemists because there are many possible animals that can be revered as befitting one or more of the Chaos Gods. For example, snakes can be seen as symbols of both Slaanesh and of Tzeentch, bulls as symbols of Slaanesh or Khorne, toads and slugs of Nurgle, etc.
  • Anthropomorphic Personification: The common descriptions of the Chaos Gods' forms are these, and highlight the fundamental aspects of each: Khorne as an armored warrior; Nurgle as a bloated, pestilent monster; Slaanesh as an impossibly beautiful man/woman, and Tzeentch as a twisted mutant.
  • Arc Number: Each god is associated with a particular number, and in certain rulesets there were benefits to fielding squads in multiples of that number, such as free upgrades to unit champions.
  • Arch-Enemy: There was one being the Dark Gods feared, and went through great effort to destroy — the God-Emperor of Mankind, whom they referred to as "the Anathema." One of the theories about what might happen to the Emperor if he ever did die (which the Eldar greatly fear) is that he would become a new Chaos God, but one of Order.
  • Artifact of Doom: Most notably in the form of Daemon Weapons, which tend to take possession of weak-willed wielders.
  • Awesome, but Impractical: The Lord of Skulls is massively powerful in close combat and nearly unstoppable for anything less than another super-heavy vehicle. Unfortunately, its lack of ranged anti-tank weapons leave it outgunned compared to other super-heavy vehicles or gargantuan creatures, and it's simply not worth its obscene 888 points cost of points (chosen more to tie into Khorne’s Arc Number more than for game balance reasons). In many cases, a tournament player would get more mileage from a Lord of Skulls model by converting it into a Kytan.
  • Blue and Orange Morality: All of them, being the embodiment of abstract concepts, are prone to this. The Dark Gods are based on emotions and exist to perpetuate those emotions, so applying mortal standards of good and evil is perhaps unfair.
  • Bright Is Not Good: Followers of Slaanesh are Sense Freaks who wear hideously garish clothing and choking perfumes at all times, being so blasé it's the only way they can feel anything. One Chaos Space Marine Legion devoted to Slaanesh wears pink and black armor for the same reason.
  • Cosmic Plaything: The galaxy and all the life in it is nothing more than their playground.
  • Dash Attack: When the daemonically mutated Spined Chaos Beasts charge their enemies, they use the warp spines for which they are named to impale their pray. The 8th Edition rules represent this by the Beast having a chance of causing a hit on every nearby enemy model when it makes a Charge move.
  • Deal with the Devil: The Gifts of Chaos are this, giving you power but at a horrible price:
    • The Gifts of Khorne will make you among the most powerful warriors in the galaxy, but you'll be in constant pain the longer you go between slaughters, eventually driving you to madness.
    • The Gifts of Tzeentch will give you psychic powers and arcane knowledge that can allow you to walk unchallenged against your opponents, but the knowledge is of things you cannot know, eventually driving you to madness.
    • The Gifts of Nurgle will give you the ability to overcome death itself, but you will be a walking corpse plagued with disease, eventually driving you to madness.
    • The Gifts of Slaanesh will make you faster than ever, and pain will not be a detriment any longer, but you will develop a need for sensation that becomes all consuming, eventually driving you to madness.
  • Demonic Invaders: Daemons will take any chance they can get to enter the Materium with rifts caused by warp storms, summonings, out-of-control psykers, or massive amounts of death and destruction releasing innumerable hordes of daemons while they're open. The destruction of the Cadian Gate and the creation of the Great Rift have made daemonic incursions even more common, weakening reality enough that the legions of the Dark Gods can materialise and ravage the galaxy with near impunity.
  • Demon of Human Origin: Daemon Princes are distinguished due to being originally mortal servants that have pleased the Dark Powers and were rewarded with immortality and unparalleled power, in contrast to other daemons, who were created as physical extensions of Chaos itself.
  • Deal with the Devil: Many people seek the patronage of the Chaos Gods willingly, as the Gods are known to empower their followers. Khorne gives you immense strength and insurmountable martial prowess, Tzeentch gives you sorcery and heightened intellect, Slaanesh can make your charisma and senses better, and Nurgle can improve your lifespan and make you much tougher. Most usually, the person making the deal with the deity is the one who gets screwed over: Khorne's followers become mindless killers; Tzeentch's followers become power-mad, paranoid, and trapped in their own scheming, or they are betrayed by their own patron as part of His own Gambit Roulette, or they get too many mutations; Nurgle's followers often become either mindless zombies or festering, putrid husks of men; Slaanesh's followers usually become addicted to sensation, and frequently descend into rape, torture and self-mutilation. Rarely though, someone can benefit greatly from these deals, but being Gods of Chaos, they are incredibly fickle; they are just as likely to notice and reward a bored nobleman dabbling in the worship secretly as they are to reward a mighty and reputable warrior who has spent decades fighting in their patron's name.
  • The Dreaded: The Chaos Gods are justifiably some of the most feared beings in a brutal universe. So feared are they that in order to avoid accidentally attracting their attention, they are seldom referred to by name and often referred to by epithet or descriptions such as She Who Thirsts or The Changer of Ways.
  • Early Installment Weirdness: In the background material for the original edition of Warhammer 40,000, the greater Chaos Powers were described as warp storms who had gained so much power that they were able to become sentient, began to manipulate the fabric of the warp and feed on the emotions of mortals. Subsequent background material changed this to the Chaos Gods being originally formed from the interplay between mortal emotions and the forces of the Warp.
  • Emotion Eater: Every angry thought, ambition, sorrow or pleasure feeds the Dark Gods.
  • Enemy Civil War: Though they have some interest in the Materium, the Great Game, the struggle for dominance in the Immaterium, is the main priority of the Chaos Gods. It's also unwinnable, because when one becomes stronger, the others gang up on him. And if one were to succeed, Chaos would ultimately stop being, well, Chaos.
  • Energy Beings: Daemons are these in the Warp, where they attempt to break into spaceships traveling through it and devour the souls of everyone inside.
  • Evil Makes You Monstrous: Daemon Princes, ordinary people granted vast power by the Chaos gods, take on many daemonic aspects, to the point that it can be hard to tell that they used to be anything else.
  • The Evil Prince: The aptly named Daemon Princes, who vie for the favor of the Dark Gods and control of the various Daemon Worlds.
  • Evil vs. Evil: Beyond the Great Game, there's a lesser deity devoted to this concept — Malal (now Malice), the embodiment of Chaos' self-defeating tendencies. Malal's worshippers target the champions of the other gods over any other goal, and the god plans to ultimately destroy Chaos itself, even if it means going down with it. For this reason Malal is known as the Renegade God, as Even Evil Has Standards.
  • Evil Virtues: Each of the Ruinous Powers has a grain of positive hidden deep within them. And why not? They're literally made of human thoughts that have been corrupted by the grimdark.
    • For Khorne, it's Valour — he represents violent thought and impulses, but in theory these can be channeled to help protect the weak. In fact, Khorne himself is thought to despise attacks on the defenseless and weak, such as children.note 
    • For Nurgle, it's Love — he accepts, with genuine compassionate love, anyone, regardless of their flaws, and most of his followers are at a point where he is likely the only friend they have left. The downside is that he encourages them to revel in their flaws and never change them.
    • For Tzeentch, it's Ambition — that and hope; his doctrine wholly endorses the concepts of self-improvement, challenging one's fate, making plans for the future and the dream of a better tomorrow. Unfortunately, he doesn't care who gets hurt or used in the process of enacting these plans, and encourages his followers not to care either.
    • For Slaanesh, it's Passion — s/he also represents romantic love, artistic endeavor and enjoying all the pleasures life has to offer; like the other gods, s/he takes it to the extremes and beyond, where one's own enjoyment and pleasure trumps the lives and livelihoods of everyone else in the Universe.
  • Fantasy Pantheon: The Chaos Gods are one of the few pantheons in the 40K universe that still hold onto their power.
  • Fighting a Shadow: You can defeat a daemon, but only by imprisoning it in something or sending it back to the Warp. Granted, there are ways to permanently kill them, but they're often very complicated and/or complex so unless it was pre-planned it would just be easier to imprison or banish it.
  • Flanderization: An in-universe example. The four Chaos Gods are the avatars of fundamental features of all sentient life, and at least notionally represent positive aspects as well as negative (Khorne represents valor and justice, Nurgle represents resilience and the circle of life, Tzeentch represents change and hope, and Slaanesh represents love and passion). The problem is, the Chaos Gods have completely lost any semblance of moderation (if they had any to begin with) and now represent each of their basic features taken to ludicrous extremes: like junkies craving their next, better high, the Gods want more and more over-the-top and bloody forms of worship and want it NOW.
  • Four-Temperament Ensemble: Khorne corresponds to Choleric and Slaanesh to Sanguine pushed to their logical extremes, while Tzeentch and Nurgle respectively twist Melancholic and Phlegmatic.
  • Fusion Dance: One of the rewards that the Chaos Gods could grant their followers in the 1st Edition of the game was to be merged with a daemonic beast, such as a Juggernaut of Khorne, a Flamer of Tzeentch or a Steed of Slaanesh. The resultant composite being had the abilities of both its original mortal form and the daemonic beast, while its physical form was also a combination of the two.
  • God of Chaos: As if the name doesn't give it away, the Chaos Gods are the embodiment of Chaos represented through corruption and the extremes of various emotions and concepts.
  • God Is Evil: And there's four of them.
  • Gods Need Prayer Badly: On the one hand, Chaos feeds on the emotion of sentient races, and without mortals it could not exist — hence the Necrons' master plan to defeat it through omnicide. On the other hand, this doesn't have to come from directed worship, so simply experiencing the Chaos Gods' component emotions powers them, which is why the Emperor's militant Flat Earth Atheism couldn't kill them.
  • Greater-Scope Villain: While it's debatable whether or not the Chaos Gods are the Big Bad, they are a textbook Bigger Bad because they are definitely the worst and greatest threats around but may or may not be involved in a given Evil Plan.
  • Healing Factor: Its Unholy Vigour special rule allows a Decimator to regrow destroyed weapons and remove immobilisation from itself on a 5+, or revive itself from a Wrecked result on a 6+.
  • The Heartless: Simultaneously played straight and inverted. All emotions resonate in the Warp and serve as the fuel for the Chaos gods and their daemons, but the corrupting nature of Chaos makes negative emotions much more suited for this purpose.
  • Hellish Horse: Daemonic mounts, assuming they're even quadruped.
  • Horns of Villainy: A common feature of daemons except for those of Tzeentch, which are either misshapen and fluid in form or distinctly avian. Slaaneshi and Khornate daemons sport horns that are fairly typical for how we think horns on such a creature would look, while Nurglite daemons' horns are forked, warped and antler-like in appearance.
  • I Know Your True Name: Knowing the true name of a Daemon gives someone great power over them, something that causes them to take on multiple titles and pseudonyms when dealing with others. The Daemon's god always knows their true name and they will sometimes give this name to others to punish a Daemon that displeases them. The Imperial Inquisition's Ordo Malleus and the Grey Knights will go to great lengths to discover the true name of a Daemon, listing them in the aptly named Grimoire of True Names.
  • Insubstantial Ingredients: Swords of hate, or delusion, or the like.
  • Kryptonite Factor: They're made of passion and emotion, so more focused mental states- like the one the Imperial Cult encourages- are Anathema to them. Unfortunately, it's pretty easy to slip into fanaticism, which puts the ball back in their court.
  • Lethal Joke Character:
    • The new 6th Edition codex plays up the fickleness of the gods to almost comical levels; you can't even select wargear for your units, you have to buy a "chance" and then roll for it at the beginning of the game. The Warp Storm table, which activates every turn, has just as much a chance to cripple your opponent's army as it does yours, and the dice rolls don't even scale linearly in that respect (there are both great boons and huge handicaps on both ends of the scale). However, they are the only army with access to cheap Power Weapons and invulnerable saves and there's always a chance that things will turn out better for you, because every dice roll in the game for a Daemon Player always has at least one beneficial result (even if every other result would otherwise cripple you).
    • Tzeentch's Daemons fight by casting spells, but due to the Warpflame Rule (which is on almost every single one of his spells), they can either cause mass devastation or suddenly make the opponent's units twice as strong. The "lethal" part is because Tzeentch units all count as psykers; not only can they generate a massive amount of warp charges, but each and every unit can cast spells from the Daemonology (Malefic) Discipline... which can summon more Tzeentch Daemons.
    • The Infernal Tetrad is a formation consisting of 4 Daemon Princes, each aligned with a different god. Normally this would be suicide, as four princes can cost an ungodly amount of points (the four can easily comprise a 1200 point army) and they all die to instant death-dealing weapons. However, if used correctly, you end up with a cheap, no strings attached version of the infamous Flying Circus build, except this one elevates each prince to Greater Daemon levels for free. On top of that, all Daemon princes share the same warlord trait, potentially resulting in a Daemon Prince of Khorne that can cast Tzeentch spells to all four princes running across the table and charging your opponent's face in the first turn.
  • Mad God: All four fit the gold standard, but Tzeentch is especially... inexplicably illogical.
  • Medieval Stasis: For all their vast intelligence, and in some cases creativity, there's a significant lack of technology to the daemons and their gods. This can be especially glaring in the case of Slaanesh as that particular god was born from a race known for its ultra-tech science. A pair of his Daemonettes getting the idea to use a beast-drawn harvester as a weapon was a major technological innovation! Note that this stasis isn't complete, there is some progress from WHFB to Warhammer 40k — namely the increased variety of daemonic engines such as Khorne's Lord of Skulls. Otherwise almost everyone's stuck using swords and axes.
  • Mook Maker: The Portalglyph is a mysterious daemonic artefactnote  that creates a small Warp-rift that allows the daemons of the Dark Powers to pour into the material universe. In-game, the artefact had a 50% chance of spawning units of lesser daemons every turn.
  • More Teeth than the Osmond Family: If a Daemon has teeth, expect them to have a lot of them. And to defy physical constraints when it comes to their number, their arrangement, and any other property you could think of.
  • No-Sell: During the 1st and 2nd Editions of the game, the supernatural physiology of daemons made them utterly immune to many forms of attack such as poisons, gasses, graviton guns and blinding attacks. These immunities were removed when the game was simplified for 3rd Edition.
  • Non-Human Head: A common mutation that the Gods of Chaos grant to their most favoured followers is to transform their head into a more pleasing form. The 1st Edition of the game represented this with one of the randomly generated Chaos Rewards resulting in a character's head transforming into that of one of his patrons Daemons, giving the character some of the abilities of the relevant daemon (Champions with the head of a Steed of Slaanesh gaining the Steed's whip-like tongue for example).
  • The Omnipotent: Within their own planes of existence. Their influence in the Materium, while still extremely palpable, is very limited by comparison.
  • Our Gods Are Different: Probably the most powerful deities in 40K canon.
  • Pure Is Not Good: A being of pure Rage still wants to kill you.
  • Random Number God: Many abilities in the Chaos Daemons codex are randomly determined, which lends a lot of unpredictability and can skewer your army at the worst possible moment or take a failing army to victory in a stroke.
  • Red Baron: Their many titles are moderately safer than using the Ruinous Powers' names directly.
  • Sigil Spam: Expect to see a lot of eight-pointed stars and the marks of the four great powers - Khorne (stylised skull), Nurgle (stylised fly mixed with biohazard symbol), Tzeentch (twisting, burning eye) and Slaanesh (merged male and female symbols).
  • Spider Tank: Some Daemon Engines, such as the Defiler, Soul Grinders and Brass Scorpion of Khorne, have are propelled by multiple mechanical legs.
  • Suspiciously Similar Substitute: Confusion over who held the rights to Malal led to the deity being Exiled from Continuity, only to be replaced by the god Malice, who has a similar interest in opposing other Chaos forces.
  • Technically Naked Shapeshifter: Unless they are inherited relics or mystical items, the clothes worn by daemons are created from the same warp-essence as the daemon themselves. It is mentioned in the designers notes for the 2019 Slaaneshi daemons that the miniature designers tried to represent this by having the daemon's clothes appear to meld with their flesh.
  • Teeth-Clenched Teamwork: Once in a while, the Chaos Gods will stop their infighting and work together. Fortunately, it never lasts long.
  • Top God:
    • What the Chaos Gods are constantly competing for. It's generally accepted that the top contenders are Khorne (given the state of the galaxy) and Tzeentch (given that he has the least defeats).
    • Tzeentch was once the top god due to his Staff, which literally contained all of the Magic in the world. This was the one instance where it caused the other Gods to unite against him, which required him to shatter his staff as a peace offering. Tzeentch has since been trying to piece together the staff, whose shards dropped into the mortal world and each turned into a magic spell, by sending out the Blue Scribes to collect each and every shard by recording said spells. The reason he doesn't entrust this to a more efficient greater daemon is because anyone who possesses the staff would be stronger than even him, and the Blue Scribes are constantly at each other's throats.
  • Timey-Wimey Ball: The Warp and, by extension, its inhabitants, care very little for mortals' notions of linear time. For example: Slaanesh was 'born' at the end of the Eldar civilization in our universe, but in the Warp, he always existed and never existed at the same time. Other stories abound of Chaos devotees fighting daemons that turned out to be themselves after their (linear non-Warp time) future ascension.
  • Tulpa: The Chaos Gods congealed out of the thoughts and emotions of the galaxy's sentient life forms.
  • Ultimate Evil: The very first edition of the game had pictures of them, but later additions only describe them rather than portraying them in artwork. They may still appear this way, in drawings made by their worshipers or of glimpses or dream visions, but most of the time (when a physical appearance is required), the image of one of their Greater Daemons is used instead.
  • Winged Humanoid: Furies are lesser daemonic beasts that soar through the wilds of the Warp, unaligned with any of the Chaos Gods and therefore barred from their more stable realms. It is said that they are the souls of those who sought to use Chaos for their own ends rather than devote themselves to the Chaos Gods.
  • World of Chaos: Daemon Worlds, planets saturated in Warp energy and teeming with daemons and other corrupted lifeforms.

The Four Great Gods of Chaos:

    Khorne 
https://static.tvtropes.org/pmwiki/pub/images/khorne_bloodthirster.png
A Wrath of Khorne Bloodthirster

"Blood for the Blood God! Skulls for the Skull Throne! Souls for the Soul Eater!"

Khorne is the Blood God, the great Lord of Rage and Taker of Skulls who is the embodiment of all violence, destruction and anger. The first of the Dark Gods to fully awaken, Khorne is empowered by the constant wars that have plagued the galaxy for aeons and, as a result, usually stands at the top of the hierarchy of Chaos Gods. The Blood God demands little from his followers except violence, blood and skulls. How these things are delivered is of little consequence to Khorne as whether it is through indiscriminate slaughter or the desire to protect other, every life taken in anger is an offering. Khorne cares not from whence the blood flows, just as long as it flows. Khorne's sacred number is 8 and numerous sages of many races throughout history have suggested that it will only be after eight ages of bloodshed have past that Khorne be sated, following a final great battle.

Khorne is normally described as an impossibly huge and muscular warrior clad in heavy bronze armour with the head of a monstrous horned canine, sitting on a mighty throne atop an endless mountain of skulls within his mighty Brass Citadel. His domain within the Realm of Chaos is a blood-soaked land of cracked plans and raging volcanoes that constantly echoes with the sounds of battle.

The daemonic servants of the Blood God are brutal beings of blood-slicked sinews, fanged maws, and curling horns. Strictly hierarchical despite their barbaric nature, these daemons are organised into one of the near numberless Blood Legions, each of which is divided into eight cohorts of eight packs of daemons.


Notable tropes include:

  • Anti-Magic: Khorne's hatred of sorcery translates into a degree of magic resistance for his daemons. Collars of Khorne are common magic items that offer even more protection.
  • Arch-Enemy: While Khorne despises' Tzeentch's cowardly sorcery and manipulative nature, he is fundamentally opposed to Slaanesh. Khorne's dogma teaches the spilling of blood for its own sake, while the violence inflicted by Slaanesh's followers is done simply for their own amusement. Khorne is stoic and businesslike when it comes to claiming kills, while Slaanesh revels in the act of murder or drags it out through pointless tortures.
  • Asskicking Equals Authority:
    • This is a deeply held Khornate tenet. In a Khornate warband, you achieve prestige by proving you're the deadliest warrior, and by no other method.
    • Skarbrand tried to invoke this on Khorne after being tricked by Tzeentch. Khorne tossed him so hard that he flew for eight full days.
    • Khorne is often considered the most powerful of the Chaos gods because, being the god of violence and war in a Crapsack World like Warhammer that is stuck in a Forever War, he gains power just from the hellish day-to-day existence everybody lives and fights with, which means that it's the constant asskicking of others that is actually giving him authority.
  • Atop a Mountain of Corpses: SKULLS FOR THE SKULL THRONE!
  • Ax-Crazy: Khorne is made of fury and violence, how can he not count? And yet, amazingly... he's more a zig-zagged example than just a dead-straight one. He actually has standards when it comes to slaughter, in that he doesn't allow his followers to count the slaughter of defenseless innocents toward their quota. Don't get us wrong, the defenseless innocents will still get killed when all is said and done, but they're last on the list of priorities and tend to die comparatively painlessly.
  • An Axe to Grind:
    • Due to its association with barbarism, execution and head taking, the axe is symbolically very important to Khorne's worshipers, despite the fact that the Blood God's own Weapon of Choice is a massive two-handed sword.
    • Most Bloodthirsters wield massive axes known as Axes of Khorne that some background states has the essence of another Bloodthirster bound within it. The Bloodthirsters of Insensate Rage meanwhile wield even larger, two-handed versions known as Great Axes of Khorne that can cleave through a fortress wall with a single swing.
    • The Hellblades carried by 3rd Edition Bloodletter models are notable as the only version of the weapon to take the form of an axe (specifically a two-handed executioner's axe) rather than the more traditional barbed broadsword that Bloodletters have been depicted wielding before and since.
  • Bad Boss: As a being of pure rage and hatred Khorne is completely incapable of showing mercy or forgiving failure.
  • Ballistic Bone: The daemon engines known as Skull Cannons fire the fleshless and scorched skulls of those they devour. These skulls, their empty eye sockets weeping blood and their slack jaws jabbering with insane rage, are infused with the endless wrath of the Blood God himself.
  • The Berserker: Not only Khorne, but his daemons and followers.
  • Berserk Button: Khorne may be very easy to anger, but he is especially angered by the following :
    • Cowards. If one of the followers of Khorne displays cowardice, let's just say he won't live long.
    • Presenting him with the skulls of unworthy foes.
    • Getting screwed over by Tzeentch, or simply Tzeentch, period.
    • Slaneesh in general, due to how naturally opposed they both are.
    • Magic users and psykers. Magic weapons are OK, as is summoning Khorne's daemons. All other magic is considered cowardly.
  • BFS: He has a sword too. He once took it in a mighty rage and smote an endless, screaming crevasse in the Warp that has never healed. Given that the Warp is an immaterial place of emotion that constantly shifts and turns and that this scar is one of the few things that has remained constant should go a slight way towards preparing you for how powerful Khorne is.
  • Big Red Devil: Khorne's daemons fit this archetype, and Khorne himself is sometimes depicted this way.
  • Blood Knight: Khorne may care not from whence the blood flows, but he does put appreciation on it flowing from hard-won sources. So, both he and Khornate worshipers always love a good fight.
    • Offering the skulls of the weak for his throne is certain to get you brutally killed. Not because Khorne has any particular compassion for the weak, but because it means the one doing the offering is too cowardly to seek out worthier blood.
  • Blood Magic: Khorne may scoff at most forms of ritual sorcery, but like any Chaos god he has his rules of sympathy in the material realm which can be used to invoke his favor, most of which involve the spilling of blood. Typically this involves his faithful anointing themselves in the blood of enemy warriors to invoke his boons, and then Paint The Battlefield Red to pave the way for his daemons to enter our realm.
  • Blood-Splattered Warrior: Followers of Khorne tend toward killing their opponents in very messy ways ("blood for the Blood God", after all) and inevitably end up painted with gore. The World Eaters' ferocity and favoring of chainaxes makes this a given.
  • Breath Weapon: Wrath of Khorne Bloodthirsters are able to breath great streams of hellfire over their enemies, burning them to cinders with Khorne's fiery anger. In the 8th Edition rules this attack is equal in power to that of a heavy flamer.
  • Brutal Honesty: Khorne looks down on deception and trickery as weak. As such, his daemons are one of the few daemons whose claims can be taken for granted (or with less salt than other daemons), for they are brutally honest when speaking, with extra emphasis on the "brutal" part.
  • Catchphrase: Khorne has what may be the most famous example of all three in the setting: "BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!"
  • Cult: Downplayed. Khorne's impatience and disdain for subtly and subterfuge means that his cults tend to be smaller and less organized than those of the other Chaos Gods, but they do exist. Primarily they tend to be composed of those in military vocations who's professional duties allow them to indulge in exalting Khorne through violence without advertising the one to whom they dedicate the deeds. Many form small squads of Sociopathic Soldiers, while others become Colonel Kilgores in the officer corp where they can influence the spilling of more blood and nudge others toward unleashing their fury in a way that serves Khorne.
  • Curb-Stomp Battle: Generally if a Chaos warband manages to get a Bloodthirster summoned, the remainder of the conflict will be decided in their favor very quickly. At that point the best defense is as quick a Tactical Withdrawal as can be managed until the Bloodthirster runs out of opponents and returns to whence it came.
  • Depending on the Writer: Sources differ on just how bloodthirsty Khorne is. Some depict him as a god of mindless slaughter, others describe Khorne as being indifferent to the weak and helpless and taking issue if a champion offers him the skulls of civilians. Some of Khorne's worshippers believe that close combat is the only way to properly fight and disdain firearms as unmanly, but Khorne also has daemon engines that amount to enormous artillery pieces.
  • Determinator: Khorne isn't kidding when he says he'll give you a will to dominate all others.
  • Does Not Like Magic: In essence, Khorne only permits sorcery so long as you're not using it to fight his battles for you, so enchanted weapons and armor are acceptable, as is summoning his daemons to participate in a battle. But using magic to slay your enemies rather than your own hands is an unacceptable sign of weakness, so not only does Khorne not have a list of spells, but taking the Mark of Khorne prevents a character from using any sorcery.
  • The Dreaded: An'ggrath, Khorne's most favoured Bloodthirster. So much so, that even the mightiest of the Grey Knights can only timidly whisper his name.
  • Epic Flail: Wrath of Khorne Bloodthirsters are armed with brutal bloodfails rather than lashes of Khorne. Consisting of a heavy, spiked hammerhead attached to a length of chain, the Bloodthirster uses the bloodflail to bludgeon these warriors who try to escape its fury.
  • Evil Is Burning Hot: Khorne and his daemons are frequently depicted as wielding flaming weapons and occasionally being on fire, going with the whole Hellfire motif.
  • Evil Is Hammy: In a World of Ham, Khorne's followers manage to out-ham everyone. Ye gods...
  • Expy: Essentially an expy of Odin, both being barbarian warrior-gods renowned for sweeping aside their enemies in tides of savage bloodlust and being Axe-Crazy berserkers who should be given light year wide berths. Both gods also reserve their blessings for warriors who are already renowned, and both are also explicitly associated with the fury and savagery of combat.
    • Personality wise, Khorne tends to resemble traditional mythological portrayals of Thor, minus any protective instincts towards humankind. Hell, even the names sound similar and both Khorne and Thor are associated with the colour red and its connotations of fury and anger. Thor himself is a very, very, very angry person in Norse Mythology, much like his dad.
    • Khorne's views of close combat being the most honourable form of war and disdain for magic as being the weapon of the unmanly also mirror those of pagan Scandinavian warriors.
  • Flaming Sword: Bloodletters, Khorne's lesser daemons, carry daemonic flamberges wreathed in flames. Combined with their ability to suck the blood from anything they cut, it's easy to see why they're called "Hellblades".
  • Fluffy the Terrible: Zig-zagged. While Khorne sounds intimidating on paper, it's pronounced "corn".
  • Feel No Pain: Played with. In battle, Khorne Berserkers will be filled with such Unstoppable Rage that nothing short of death will stop them (severed limbs will just slow them down). However, accepting the Gifts of Khorne leads to feeling intense, unbearable pain, which even Astartes are incapable of resisting for long, the longer one goes between slaughters.
  • Four-Star Badass: Khorne himself, being a God of War, is probably the originator for every tactic and stratagem of war ever created. Khornate Chaos Lords are also often this in ADDITION to being unstoppable berzerkers.
  • Full-Frontal Assault: Bloodletters of Khorne typically go into battle completely naked, their daemonic nature protecting them from their enemies, with one of their little used pseudonyms from the 1st Edition of the game being Naked Slayers. While the 2nd and 3rd Edition versions of their models didn't follow this trend, showing the models wearing loincloths, the 1st and 4th Edition models remain true to the background material.
  • Hair-Trigger Temper: He's the god of rage.
  • Hates Everyone Equally: As the embodiment of hate.
  • Hell Is War: Khorne's corner of the Immaterium is typically described as an enormous battlefield, with oceans of blood and plains covered in splintered bones.
  • Hellfire: His daemons often have weapons that burn with warpfire, and his Bloodthirsters even leave flaming hoofprints as they stride.
  • Hell Hound: The Flesh Hounds of Khorne, sent to chase down foes too cowardly to face Khorne in battle, particularly psykers.
  • I Have Many Names: Arnakh and Kharneth, for starters. In addition to his well deserved titles.
  • It Can Think: The biggest mistake you can make is thinking he's just a mindless brute; he's not, far from it.
  • The Juggernaut: Of particular note are the Khornate daemons called Juggernauts, which resemble flaming, metallic rhinos. Used as mounts, they aren't particularly fast, but hit with the impact of a flaming freight train.
  • Jumping Off the Slippery Slope: Many of Khorne's followers start out in warrior lodges or brotherhoods, and these are the ones who ascribe their god with some semblance of honor and attempt to offer him only worthy kills. But this martial pride will eventually lead to tyranny, and then savagery — it is said that when a warrior forgets why he kills, that is when Khorne owns him body and soul.
  • Kill ’Em All: His modus operandi.
  • Large Ham: See Evil Is Hammy.
  • Lightning Bruiser: Almost everything associated with Khorne is a terrifying combination of speed, savagery and brutality.
  • Metallic Motifs: Brass, used in his daemons' weapons and armor.
  • Might Makes Right: General Khornate philosophy.
  • Muscles Are Meaningful: The mutations gifted by Khorne tend to be straightforward things which make them more efficient killers, and the most common of that are massive muscles and tough sinew, the better to cleave through the bodies of his foes. A truly blessed Khornate will have their build exaggerated to almost absurd proportions.
  • Named Weapons: His sword has been called 'Warmaker' and 'The End of All Things'' at various points.
  • Names to Run Away from Really Fast: Everything that has ever been associated with him ever has this and very deservedly so.
  • Non-Human Head: Although his features are typically concealed by a baroque helm, the Blood God has the head of a mighty hound. Many of Khorne's most powerful daemons share this monstrous visage and it is also a mutation that the Blood God sometimes grants to favoured mortal followers.
  • Nothing but Skulls: Khorne may disdain those who would pontificate instead of act, build instead of destroy, but if there is one thing his followers do seem to erect in his honor it is to build pyramids of the skulls of those who died in combat, the more recently the better.
  • Odd Job Gods: Khorne's portfolio covers Death, Violence, Murder, Hatred, Rage, Destruction, Warfare and Bloodshed... but also Courage, Honor, Martial Pride, and the will to protect others.
  • Omnicidal Maniac: In the original 1st edition background, Khorne was extremely one-dimensional, even more so than in the later fluff — he even encouraged his followers to kill their own comrades if there were no enemies available.
  • Overdrawn at the Blood Bank: A common side effect of a Khorne-related warp incursion is that when blood is spilled it will be in greater volume than mortal vessels would contain in a strictly rational universe. When the Lord of Skulls demands that the blood flow, blood will flow, even in defiance of nature.
  • Paint the Town Red: The inevitable result of any Khorne-focused warp incursion, and the goal of any of his faithful. There are stories of Bloodthirsters leading hosts in massacres so bloody the ground is covered in nothing but chum and vitae from horizon to horizon.
  • The Power of Hate: Fueled by it.
  • Proud Warrior Race Guy: His followers are the archetype among Chaos. Khorne himself is pretty much the god of this trope.
  • Rain of Blood: Rains of hot blood are one of the most common weather conditions on Daemon Worlds ruled by followers of Khorne. This bloody downpour will also often follow Khorne’s daemonic servants when they make war in the material universe.
  • Savage Wolves:
    • In older editions, the wolf was the animal most frequently associated with Khorne, who in older editions was sometimes portrayed as having a wolf's head.
    • Flesh Hounds of Khorne are technically this in theory, but the actual creatures resembles a cross between an angry piranha and a tiny pissed off dragon. In 3rd edition, they actually looked like bloodied hounds.
  • Serrated Blade of Pain: The hellblades wielded by Khorne's Bloodletter foot troops are viciously barbed swords that tear at the flesh of their victims to maximise the bloodshed they inflict.
  • Sic 'em: Offend the Blood God with your cowardice? His Flesh Hounds will come for you.
  • The Stoic: When not foaming-at-the-mouth furious or hateful, Khorne is this. Khorne exists only to fight and slay, and is indifferent to anything else, which is part of the reason why he hates Slaanesh so much.
  • Supernatural Fear Inducer: Some daemons of Khorne are surrounded by an aura of pure terror so strong they it can stop the hears of weak-willed opponents with their mere presence. In the 8th Edition rules this is represented by the 'Aspect of Death' Khorne Warlord Trait that causes extra enemies to flee when they fail their Morale checks.
  • Super-Persistent Predator: Once the Flesh Hounds have your scent, there's no escape.
  • Super Spit: During the 1st Edition of the game, Bloodletters had the ability to spit gobs of venom at their opponents, an ability that could also be received as reward by mortal Champions of Khorne.
  • Unfortunate Names: See Fluffy the Terrible. "Corn" isn't a very scary name, now is it?
  • Unskilled, but Strong: In comparison to Tzeentch's Weak, but Skilled. As the god of bloodshed, Khorne is powerful indeed within the 40k universe. His daemons and Chaos Berzerkers are martial adepts without peer, but strategically they don't advance beyond "run at target (while screaming the obligatory phrase), stomp target into powder, find new target, repeat until death or until all targets are gone."
  • Unstoppable Rage: Very frequently. He is the god of rage, after all.
  • Villainous Valour: Oh, how Khorne loves this. He considers it the highest virtue for his followers to find as many Worthy Opponents as possible and go up against one after the other and die gloriously while too consumed with Unstoppable Rage to even think of backing down.
  • War God: One of the best examples in all of fiction; Khorne exists only to fight and slay, and is indifferent to anything else.
  • Whip It Good: Bloodthirsters are very fond of using cruelly barbed whips alongside their battleaxes. Primarily these use these to bring in close those cowards who might (sensibly) try to back away from them.
  • Would Not Shoot a Civilian: Some of Khorne's followers consider noncombatants to be not worthy of their attention, while others hold to the adage "Khorne cares not from where the blood flows..." A third group realizes that attacking noncombatants is a good way to goad the enemy's real warriors into battle. A fourth expands on the third group because once their blood is up after slaughtering those who stand against them they are too consumed with Khorne's Unstoppable Rage to care upon whom their blows fall.
  • You Have Failed Me: When Khorne's surprise attack against the Emperor's palace failed, he was so incensed that his outburst permanently annihilated the essences of the eight Bloodthirsters who led the attack.

    Tzeentch 
https://static.tvtropes.org/pmwiki/pub/images/rsz_lordofchange.png
A Lord of Change.

"Do not ask which creature screams in the night. Do not question who waits for you in the shadow. It is my cry that wakes you in the night, and my body that crouches in the shadow. I am Tzeentch and you are the puppet that dances to my tune..."

The god of change, magic and plots, Tzeentch is the Architect of Fate and the Great Conspirator who manipulates everything in both the material and immaterial universes to his own ends. The Weaver of Destinies is the embodiment of ambition, envy and the hope for change, with every downtrodden worker dreaming of a better life or general working on grand strategies to defeat their enemies empowering Tzeentch. Worshipped by schemers, scholars and sorcerers alike, the followers of Tzeentch use his gifts of knowledge and foresight to advance their own agendas but must always be aware that they too are pawns in their master's game. 9 is the sacred number of the Great Sorcerer and it is typically woven into the rituals, schemes and incantations dedicated to Tzeentch to the point of insanity.

While all the gods can take almost any form they choose, accounts of Tzeentch's appearance tend to vary wildly, as befits the embodiment of Change but his most common depicted form is that of a ghastly, horned dwarfish thing with its head in its chest and whispering mouths crawling over his body. The realm of the Great Sorcerer is the Crystal Labyrinth, an impossible maze of arcane pathways that twists through nine dimensions. At the centre of the Labyrinth is the Impossible Fortress, a twisted citadel of ever-changing crystal spires and technicoloured flame that contains every piece of knowledge ever conceived by mortal minds.

The daemons of Tzeentch are a kaleidoscopic frenzy of colours, forms and energy, although they often take on forms with definite avian influence. Although nominally organised into one of the nine hosts of the nine Scintillating Legions, daemons of Tzeentch will almost constantly switch between the various formations seemingly at will, but always in line with the secret plans of the Great Conspirator.


Notable tropes include:

  • All According to Plan: Tzeentch's attitude, all the time. He plots and schemes, turning wheels within wheels, gambits within gambits, each of his plans designed to sabotage another one of his plans which in turn sabotages another, and so on ad infinitum. It is with good reason that the fandom has adopted "Just as planned" as Tzeench's informal Catchphrase.
  • Arch-Enemy: Of Nurgle. Nurgle is the god of cycles, despair, rot and stagnation. Tzeentch is the lord of change, hope, mutation and optimism. The two are fundamentally opposed because they want the opposite thing (endless stagnation into despair and rot vs. constant evolution). Another reason given in the novel Palace of the Plague Lord, it is stated Tzeentch hates Nurgle because of all the Chaos gods, Nurgle's actions are just too chaotic for even Tzeentch to predict, thus making Nurgle the most difficult to manipulate.
  • The Archmage: Tzeentch is the most powerful manipulator of sorcery and psionics in the Warhammer 40000 canon. He has since fallen from grace, but is still one of the undisputed masters of magicks. His staff, upon shattering, became not material pieces but rather individual spells, hence Tzeentch is literally the inventor of magic.
  • Asteroids Monster: Pink Horrors of Tzeentch split into two Blue Horrors upon death, which led to the saying "Where once was one, now there is two, where once was pink, now there is blue." Wrath of Magnus took this one more step—now Blue Horrors split into two of the even smaller Brimstone Horrors when "killed".
  • Badass Bookworm: As the god of magic and knowledge, Tzeentch is one of the most intelligent entities in the universe and is currently the second most powerful of the Chaos Gods.
  • Bad Boss: Tzeentch, and the majority of his most favoured Champions, consider all beings in the universe to be nothing but pawns in their grand schemes, particularly their own followers. If the death of a minions will advance their plans even a little, the Great Manipulator and his followers will have no qualms about sacrificing them. In many cases followers of Tzeentch are corrupted into his service with the outright intention that they die to advance His plans.
  • Batman Gambit: Tzeentch does this as a thought exercise, every moment of every day for all eternity.
  • Body Horror: Of all the Chaos Gods, Tzeentch is the freest in doling out mutation, simply because constant, perpetual change is his reason for existing and his followers should embrace this in mind, soul and body.
  • Bright Is Not Good: Sky blue and gold are his favoured colours. Of course, he can change into any colour if he wills it.
  • Chronic Backstabbing Disorder: He really has a problem with this. A significant number of his own daemons would freely desert or double cross him if given the chance, save for the fact he's the only one who knows their true natures. The other Gods are wary of him because of it. Ironically, he's also the one who usually forms alliances between the Chaos Gods... which is probably the biggest reason they are wary of him.
  • Combat Tentacles: Sometimes it's one of your two arms, sometimes it's an entirely new limb.
  • Consummate Liar: He is called the Liar God for a reason.
  • Eldritch Abomination: All daemons qualify, but Tzeentch's are noteworthy for being abstract and formless compared to the likes of his brother gods.
  • Evil Living Flames: Slain Blue Horros split into two Brimstone Horrors, which take the form of small and malicious living flames. They're among the least and weakest of Daemonkind and are fully aware of this, and spread fire and conflagration wherever they go to feel better about themselves — other creatures look a lot less high and mighty after having been set on fire.
  • Evilutionary Biologist: Tzeentch is basically fuelled by the same energies that drive evolution, and seeks to force evolution upon others, hence the readiness with which he dispenses physical transformations. The problem is, Tzeentch doesn't comprehend moderation, and instead causes his worshippers and victims alike to evolve and mutate and change and change and change until they become indescribable horrors or die (or both).
  • Extra Eyes: The all-seeing eye is one of the symbols of the Changer of the Ways and, as such, it is common for the god's daemonic followers to sport multiple sets of eyes. Extra eyes are also a common mutation the Tzeentch will grant to his followers.
  • Eyes Do Not Belong There: If Tzeentch feels you need more eyes, you damn well are getting more eyes.
  • Failure Is the Only Option: The irony is that if Tzeentch were ever to truly dominate, there would be nothing left for him to change and therefore no point to his existence. Hence why his plans ultimately fail — the true measure of his Chessmaster skills is that none of his countless schemes allow him to be too successful, even by accident.
  • Feathered Fiend: Lords of Change, the Greater Daemons of Tzeentch, are often depicted with beaks and large, vibrant wings.
  • Flying Seafood Special: Screamers of Tzeentch are daemons that resemble, if anything, flying manta rays.
  • For the Evulz: Tzeentch's master plan? Non-existent. Instead he schemes for the sake of scheming and exults in the constant change.
  • Gambit Pileup: He gets his jollies by engineering his dozens of plots to smash into each other so he can watch the pieces fly.
  • Go Mad from the Revelation:
    • Tzeentch is the keeper of all knowledge, and may grant that knowledge to those who supplicate it from him. However, those who do so do not always have minds capable of accepting the horrible truths Tzeentch has to offer, and this is an all too common result.
    • Tzeentch also knows that knowing too much can be a problem, hence why he never dove into the well of eternity himself. He instead threw his most powerful Lord of Change, Kairos, into it. Apparently the absolute knowledge of space-time continuum was so great that an immortal daemon was aged into a crippled old man with a compulsive need to lie within minutes. Tzeentch has instead chose not to try and contain the information within himself, but have people record everything that Kairos says.
  • Hopeless War: One could theorize that thanks to his inherent self-defeating disorder and the fact that he is the most Magnificent of all Magnificent Bastards; because of him the cause of Chaos is doomed to fail because he can never allow it to succeed. Instead it is in his interest and integral to his nature to maintain a Forever War. Still, that is small comfort for the Imperium, especially since they aren't the only ones fighting Chaos and some other horrid race could easily replace him.
  • Hover Board: Some of Tzeentch's champions ride on flying Discs of Tzeentch, actually Screamers forced into a rideable shape.
  • Jackass Genie: Beware his sick sense of humor.
  • Life Drain: Upon their elevation to their new role, all Heralds of Tzeentch are gifted with a ritual knife as a mark of their new status. These weapons are enchanted to siphon the energies of those they cut to heal the Herald's wounds, something the 8th Edition rules represent by allowing the Herald to heal a wound whenever they slay an enemy with their knife.
  • Mad God: Tzeentch is a god of scheming who is aware that if any of his myriad plans succeeded and he actually won the great game he's playing with the universe, he would die, so he sets all of them up to run counter to each other and even deliberately sabotages them so that none of them can succeed, even by accident. And he loves every minute of it. Even for one of the Chaos Gods, Tzeentch is positively batshit crazy.
  • Mad Scientist: The patron god of them. Any fallen magos heretek or scholar-savant who uses For Science! as their only justification does so to Tzeentch's benefit, as innovation and evolution for its own sake without direction are His domain.
  • Magical Library: The Hidden Library of Tzeentch. It holds every magical spell, every prophecy, every piece of knowledge one could hope to find. Just two small problems: the books are alive, and they're pure evil.
  • Magnificent Bastard: In-Universe, Tzeentch is the literal god of Magnificent Bastards. No matter how hard you try to defy him, whatever you do, he will benefit, Just As Planned.
  • The Man Behind the Man: While Khorne is often stated to be the mightiest of the Chaos Gods, Tzeentch and his schemes are implied to be the true guiding force behind all of the Chaos gods. His realm is said to extend to all the others and provide them with a bedrock of consistency upon which to exist. When the Chaos Gods have their rare meetings and hold alliances, it is Tzeentch that makes it happen.
  • Metallic Motifs: Silver, according to Tzeentch's association with magic and alchemy-like change.
  • Mobile Maze: The Maze of Tzeentch, which shifts and contorts to trap any who enter it.
  • Multi-Armed and Dangerous: A mutation that you might gain, although whether or not it's helpful depends on where the extra arms pop out of.
  • Odd Job Gods: Tzeentch's portfolio covers Hope, Envy, Treachery, Transformation, Change, and Magic/Psionics.
  • The Omniscient: It comes with being the god of knowledge. It's implied, however, that one thing eludes his grasp, the future. He can see the general direction of things, but it's one of the few uncertainties to him. It is this that caused him to throw Kairos into the Well of Eternity.
  • Pet the Dog: In an odd way he does one towards Ahriman in the finale of his trilogy. Tzeentch actually proclaims that Ahriman served well and be given a gift before finally leaving Tzeentch's service. Though that "gift" in this case being reduced to nothing, however even that is pretty kind on Tzeentch's part once you note that no pawn of Tzeentch has left his service even after their death.
  • Red Baron: The Architect of Fate, the Changer of Ways, the Great Mutator, the Lord of Change.
  • Red Oni, Blue Oni: Pink Horrors are energetic and happy, Blue Horrors are grumpy.
  • Shapeshifting: Characteristic of many of the daemons of the Lord of Change. Particularly, this shapeshifting is often continuous and without function, features forming and dissolving and flowing into one another without direction or reason. The change is its own justification.
  • Spell Book: The Endless Book is a daemonic relic of Tzeentch that is said to hold detailed information on every cantrip, spell and psychic ability that has ever existed. The 8th Edition rules for this powerful tome represent this by giving the daemon holding it an extra psychic power.
  • Status Quo Is God: Ironically for a god of Change, he is the greatest enforcer of this trope in-universe as his machinations ensure that no faction is able to gain an advantage over another.
  • Soul-Cutting Blade: The Hellforged Daemon Weapon of Tzeentch known as Soul Banenote  cuts through its victim’s soul rather than their physical body, causing them to collapse in agony as their soul bleeds away despite suffering no visible wounds. The 8th Edition rules for the blade give it an Armour Penetration value large enough to pass straight through armour and also allows it to ignore invulnerable saves totally.
  • Technicolor Fire: Mere orange flames are far too mundane for the Lord of Change. Depending on the rules, each color of fire that Tzeentch's daemons fling has a different effect.
  • Too Many Mouths: Flamers of Tzeentch are basically a bodily trunk with a multitude of mouths on either end, all breathing unnatural fire.
  • Trickster God: Basically the Trickster of the Chaos Gods, given his favor of deception and deceit. Although what he considers a practical joke, the Inquisition would consider grounds for Exterminatus. Of the four gods, only his minions actively play tricks on mortals.
  • Übermensch: Tzeentch is the patron god of these: He constantly seeks to change, evolve, and discard old laws and restrictions in favour of making your own way based purely on your own will and vision. Nurgle, who wants decay in the existing world, serves as the Last Man.
  • Unreliable Expositor: There is little that is truly known about Tzeentch, and what is here is simply what is most often repeated. As the God of Change, the details necessarily shift from one telling to the next. However, as the God of Deception, one has to accept the possibility that even the most frequently repeated details are simply part of one long gambit of lies.
  • Voice of the Legion: It is said that when Tzeentch speaks, his words are repeated by a multitude of other voices, each offering a different, often mocking, inflection.
  • Weak, but Skilled: Compare to Khorne's Unskilled, but Strong. As the god of change in a galaxy dominated by unending stagnation, Tzeentch's forces have to rely on their magic and unpredictability to win the day.
  • Willfully Weak: Many of his followers believe that Tzeentch was once the most powerful of all the Chaos Gods but intentionally depowered himself to make the Great Game more entertaining.
  • Winds of Destiny, Change: As the master of both fate and change, Tzeentch plays this quite literally. The mechanical upshot of this is improved invulnerable saves on the tabletop for his followers and daemons, as bullets improbably miss, munitions miraculously fail to ignite, and melee attackers stumble on something at just the wrong moment. However, Tzeentch is especially fickle, and no one should ever count on his protection being anything like absolute.
  • Wreathed in Flames: The 'Flickering Flame' Psychic Power, from the 8th Edition discipline of Tzeentch, allows the caster to cover its minions with flickering pink and blue flame that enhances the unit's ranged attacks.
  • Xanatos Gambit: When the plot itself is the payoff, any of Tzeentch's schemes become this by default. The question is only which one of his pawns reaps their payoff.
  • Xanatos Speed Chess: Tzeentch is basically pulling this constantly against the whole galaxy...and against himself.

    Nurgle 
https://static.tvtropes.org/pmwiki/pub/images/newguo.png
A Great Unclean One.

"There, feel the glory of necrosis, and rejoice! Nurgle loves you, little one!"

The Lord of Decay and the Master of Plagues, Grandfather Nurgle, as he is affectionately known by his daemons and followers, is the twisted embodiment of the cycle of life and the despair that comes with knowing that all things must end. The creator of every disease, virus and infection to infest the galaxy, Nurgle is extravagantly generous with his gifts, granting his followers relief from their pain and fear in return for their help in spreading his glorious creations. The sacred number of the Plague God is 7 and his obsession with this number is shared by his followers.

Nurgle typically takes the form of a disease-ridden hulk of flesh with leathery skin covered in sores and boils, daemons bursting from corrupted organs to suckle on Nurgle's noxious pus. Despite this hideous appearance, Nurgle himself is the most jovial of his brother gods, vibrant with laughter and bacterial life. Nurgle's domain within the Realm of Chaos takes the form of an endless garden filled with twisted trees, fungus, vines, and every disease the Great Corrupter has ever created. This garden surrounds Nurgle's mansion, an infinitely large structure of rotting timbers overgrown with poisonous plants and moss, where the Plague God endlessly toils to create new diseases.

Nurgle's daemonic servants share many aspects of their master's appearance with the Great Unclean Ones and Nurglings being smaller facsimiles of the Lord of Decay himself. His other daemons are no less disgusting resembling the pot-bellied victims of a thousand horrible plagues or hideously swollen slugs and mutated insects. Nurgle's daemonic creations are organised into the horrific Plague Legions, each subdivided into seven Tallybands, with each Legion representing a single part of Nurgle's cycle of decay and regeneration, such as the Epidemic Legions that spread Nurgle's gifts and the Morbidus Legions who reap the lives of the infected.


Notable tropes include:

  • Abhorrent Admirer: Nurgle saved the Eldar goddess of life, Isha, from being eaten by Slaanesh because he is in love with her and he wants to marry her. Not only is Nurgle physically repellent in all the worst possible ways, his idea of expressing love is to keep her chained up in his kitchen/lab and force-feed her the latest plagues and diseases he has brewed to test their effectiveness; she heals herself, eventually, but she still suffers them. He does, however, apparently make no efforts to notice that she whispers cures to the diseases he has created to mortal kind.
  • All Animals Are Dogs: Beasts of Nurgle are great masses of fat, disease, pus and tentacles that act like giant, hyperactive puppies. These disgusting daemons want nothing more than to play with everyone they see, pouncing on and lovingly licking any mortal they come across. Beasts become very despondent when their new playmate stops moving, having succumbed to the diseases and sheer bulk of the daemon, but they soon forget them as they see more potential friends to play with.
  • All-Loving Hero: Nurgle is a villainous version as he loves every living thing out there, but he has some sinister and/or strange ways of expressing this "love," and in this case "every living thing" includes viruses and bacteria.
  • Affably Evil: Warmhearted, jovial, fatherly... and dedicated to the proliferation of disease and decay. Terrifyingly enough, he doesn't see anything destructive or even vaguely negative about what he does: he honestly believes that his plagues are gifts to the world. His daemons, like the Great Unclean Ones and the Nurglings, behave in a pretty similar fashion.
  • And Call Him "George"!: Poor, poor Beasts of Nurgle. With the personality and demeanor of an excited puppy, they just want to play with all the "friends" they meet on the battlefield. However, they are about six feet long, strong enough to crush a man under their bulk, and they secrete all manner of toxins and virulent diseases, so you can guess how well that goes.
  • Arch-Enemy: Of Tzeentch, who represents change and evolution while Nurgle represents stagnation and decay. Nurgle is also none too fond of Slaanesh, since Slaanesh is the god of self-indulgence and pain whereas Nurgle is the god of endurance and (in his own twisted way) community.
    • Other descriptions of Nurgle suggest he's working to undermine the very universe with rot and decay, so that it can be reborn into something even more glorious. This is why Nurgle hates Tzeentch so much; Tzeentch pointlessly interferes with Nurgle's plans whenever possible, and doesn't even really have the decency to be working towards his own goal. Endlessly mucking up other people's plans IS the point of Tzeentch.
  • Belly Mouth: Many of Nurgle's daemonic minions have their bloated and disease-ridden stomachs split by a jagged maw that continuously drools pus and putrid saliva. This is also a common mutation gifted to the Plague God's mortal minions.
  • Beneficial Disease: Nurgle's followers regard every disease as being a blessing from their lord. More literally, this is often the form that Nurgle's boons take when granted to his favored children.
  • Benevolent Boss: Ironically for the God of Despair, Nurgle is the only Chaos God who actually cares about its followers. Of course, this is on a given definition of "benevolent".
  • Beware the Nice Ones:
    • He's the more caring and fatherly out of the bunch. He's also a Chaos God who thinks that infecting living things with the worst diseases imaginable is how to best show his kindness.
    • There was also the incident where the Seers of Lugganath, an army of some of the Eldar's greatest Psykers, tried to free Isha from captivity. Nurgle was unamused. Their punishment for the intrusion was....severe indeed.
  • Big Creepy-Crawlies: Rot Flies, daemons that resemble enormous, repulsive flies or wasps.
  • Big Fun: Tall, swollen, jovial, friendly, and eager to share many magnificent gifts with one and all. Of course, the effect is somewhat spoiled by the all-consuming putrescence and disease.
  • Bloody Murder: Some of the most favoured of the Plague God's daemons have been gifted with acidic blood so deadly to mortal life that even the smallest amount can melt through flesh, bone and armour. The 8th Edition rules represent this with the 'Acidic Ichor Nurgle' Warlord Trait that has a chance to cause mortal wounds against any enemy that wounds them.
  • Blue and Orange Morality: Nurgle is the most jovial of Chaos Gods and views his many plagues as gifts he gives to the mortal world. He was born out of the reaction to inevitable pain and suffering, so many of his followers and daemons show grim fatalism. Most, including Nurgle himself, display the morose cheerfulness of embracing suffering. (This latter part does take some artistic license with psychology, so don't expect to see this in Real Life.)
  • Body Horror: Nurgle's physical form, and what frequently happens to his followers and their victims due to his "gifts".
  • Cool Old Guy: How his followers seem to view him, as he is the oldest Chaos god.
  • Cuddle Bug: Nurglings love to cuddle together and with their new-found friends, sharing their gifts with those they come in contact with.
  • Cyclops: Plaguebearers often only have one eye; if not, they usually have three eyes arranged in the shape of Nurgle's symbol.
  • Dance Line: On the planet Bubonicus, devotees of Nurgle performing an unending line dance that circles the equator. Dancers become infected with Nurgle's Rot and slowly transform into Plaguebearer daemons. As newly-minted daemons exit the dance to serve Nurgle, new devotees join, ensuring that the dance line remains unbroken. Nurgle was so delighted with the dance that he ruled that it should continue without end.
  • Dead Weight: Though not necessarily technically "dead", many of Nurgle's more "blessed" followers and the most favored of his daemons otherwise fit into this trope. Taking the form of bloated abominations, their skin bursts with open wounds and sores they do not tend to, the stench of rot surrounds them, pus and maggots squirm within their flesh, and they can take one hell of a pounding without being discouraged.
  • Defeat Means Friendship: Twisted in a way only Nurgle can. No matter how hard you resist him, he will "love" you all the more, so that when you finally give in, you really have his attention.
  • Demon of Human Origin: Plaguebearers are created from the souls of those who die from Nurgle's most favoured diseases, particularly Nurgle's Rot. The power of the Plaguebearer is determined by how long the victim endured the disease before perishing, with those who survive the longest often rising to become Daemon Heralds of Nurgle.
  • Despair Event Horizon: The god of this. When you have passed it, you belong to Nurgle.
  • Determinator: One of Nurgle's areas is endurance, particularly in the face of suffering. Those who finally give up in despair will ironically find themselves discouraged by no obstacle as they rededicate themselves to Nurgle and the inevitable victory of entropy he represents.
  • Epic Fail: Not all of Nurgle's brews go to plan, with some winding up as minor inconveniences rather than world-shattering epidemics. Infamously what was supposed to be a flesh-gnawing pox somehow wound up a mild disinfectant.
  • Epic Flail: Some Great Unclean Ones are armed with plague flails, weapons consisting of numerous rusted chains tipped with decaying skulls and censers, emitting plague tainted incense, that are connected to a rotting hilt. The 8th Edition rules for this weapon allow the Greater Daemon to scythe through multiple enemy troops models with a single sweep of the flail.
  • Even Evil Has Standards: According to Black Crusades: Tome of Decay, Nurgle's armies prevent other Chaos warriors from inflicting atrocities on the worlds they conquer. For example, they've prevented Khorne's warriors from burning wilderness areas and stopped Slaneesh' warriors from defiling fallen opponents. Of course, that might just be because they want to inflict their own brand of horrors instead...
  • Everything's Louder with Bagpipes: The Sloppity Bilepiper Heralds of Nurgle carry a set of grotesque bagpipes, known as gutpipes, that are the pestilential remains of the Bilepiper's predecessor. The Bilepiper uses these putrid pipes to entertain the Great Unclean Ones and Nurglings of the Plague Legions, something represented in the 8th Edition rules by the 'Jolly Gutpipes' Ability that enhances the combat ability of these daemons in battle.
  • Evil Laugh: Nurgle's Greater Daemons are jovial beings, who often announce themselves with baritone laughter and giggling, punctuated with choking and hacking coughs, so eager are they to share the joy of their "gifts".
  • The Fatalist: In a weird way, Nurgle combines this with Hope Bringer (see below). Nurgle's followers tend to become extremely fatalistic, which is part of why they have no fear of pain or death. They consider everything that happens to have been meant to happen, and fate will lay them where it will. Death, decay, and waste happen to everything in the end, so they learn to accept and even embrace these things.
  • Fat Bastard: Great Unclean Ones, the Greater Daemons of Nurgle, are bloated, putrid beings.
  • Feel No Pain: The boon of Nurgle is that he will comfort all pain. Follow him, and you never have to worry about getting hurt again, Papa Nurgle will kiss it and make it "better"...in the most disgusting way possible.
  • Flies Equals Evil: Naturally. Many of Nurgle's daemons take the form of flies, such as his Plague Drones, and many other "blessed" cultists and daemons will attract Nurgle's flies as well. They root around in filth and help spread his diseases, so he loves those little creatures dearly.
  • Friendly Enemy: Nurgle to anything not already pledged to him. He loves everything that lives, including those who fight against him, and he is willing to share gifts with even those who hate him the most... especially those who hate him the most.
  • Friend to All Living Things: Nurgle has the attitude of this coupled with the function of Enemy to All Living Things. The juxtaposition of the two is one of the things that makes Nurgle as creepy as he is.
  • Friend to Bugs: Nurgle and his followers adore flies, maggots, and other creepy-crawlies that spread disease.
  • Fun Size: Little Nurglings are said to be in the form of their patron, albeit in a smaller, Ugly Cute scale.
  • Garden of Evil: The Garden of Nurgle is this. Mostly because it's where he gets the ingredients for his plagues.
  • Gass Hole: While not necessarily literal flatulence, many daemons and followers of his in more advanced states of infection and rot will discharge noxious and foul-smelling gasses. This is often a corpse-gas like miasma, and is in part a cause of their bloating. Its discharge helps to spread the infectious spores and bacteria that they grow inside them, as well as attracting various swarms of carrion flies that often swirl around them. Particularly "blessed" ones may even use this as a form of attack, causing the fertile ground around them to wither and die and their foes to choke and gag with every discharge.
  • The Glomp: Beasts of Nurgle weaponize this, though unintentionally in their case. So eager are they to meet new friends on the battlefield that they will charge at them full speed and send themselves crashing into the embrace of the opposition. When one weighs several tons and is covered in aggressive bacterial cultures and toxic secretions, it tends not to go well for the one so glomped.
  • Graceful Loser: Nurgle's followers and even daemons view death as a natural part of the cycle that will nurture rot and decay, and thus view their own defeats as inevitable.
    "Victory is yours, Blood Ravens. Death comes to all flesh, even that containing an essence as glorious as my own. Such is the way of Nurgle."
  • Gradual Grinder: Nurgle's daemons tend to use this tactic. They're not able to overpower their foes like Khorne's daemons, outmaneuver them like Slaanesh's, or out anticipate them like Tzeentch's, but Nurgle's creatures are tough enough to outlast just about any combatant. Even if they can't land a hit on their foe, simply being close to a Plaguebearer and the like is eventually fatal.
  • Hope Bringer: Nurgle's followers see him as such, according to Black Crusades: Tome of Decay.
    "If all things decay, each moment is a gift. Why not use these moments to shape what is to come and secure a place in it? Why sit idly by wallowing in pain and sorrow when there is so much to do and so little time in which to do it? As these thoughts race through the minds of the newly converted, it dawns on them — their pain is deadened. Even with so many new afflictions, so much rancid corruption of the flesh, the suffering has abated. Hope arrives."
  • Horse of a Different Colour: Nurgle's Plague Drones are Plaguebearers riding on Rot Fly daemons.
  • Human Resources: Nurgle sometimes throws nearby beings into his cauldron to flavor the noxious concoctions he brews.
  • Hypocrite: Nurgle and his followers claim that decay and new life are interconnected, but Nurgle seems uninterested in fomenting life. Planets under Nurgle's influence do not go from decay to rebirth, but find themselves locked in perpetual decay.
  • Lack of Empathy: Played with. In a sick way, Nurgle is the only Chaos God that honestly seems to care more about his followers than himself... although you really don't want his help. However, Nurgle is oblivious to the fact that sentient beings do NOT want his plagues, and their misery is NOT their way of thanking him. Likewise, he refuses to consider that his imprisonment of Isha is causing her great unhappiness. Part of the problem is that when he does start to understand your problems, he feels the millions of bacteria in your system get higher priority.
  • Lethal Chef: Nurgle is always stirring his lethal brew in a mighty cauldron, with ingredients made up of whatever caustic, contagious, and rotting substance he can find, and he is always tinkering with the recipe but never getting it just right. Naturally anything coming into even remote contact with anything Nurgle cooks up will be suffering a great deal, much to Papa Nurgle's delight. He likely thinks of himself as a Supreme Chef.
  • Let Us Never Speak of This Again: Not even the boldest of Great Unclean Ones will bring up the time that Nurgle brewed up what was meant to be a horrific flesh-gnawing blight and somehow wound up with a mild disinfectant.
  • Make Them Rot: Nurgle's Rot lives up to its name, slowly turning its infected into bloating, corpse-like states before eventually killing them. Each mortal infected spawns the embryo of a Plaguebearer in Nurgle's Garden, which is finally "born" when the infected host dies. The longer and more persistently the host manages to stave off death, the more powerful the daemon created when they inevitably die.
  • Messy Maggots: Nurgle thinks those squiggling little babies are so darned cute, he loves to see them spawn everywhere. He'll even have them spawn on his favored living adherents, just so they have company. The Beasts of Nurgle are themselves giant daemonic maggots (with various body parts maggots don't naturally possess) which will eventually mutate into Rot Flies.
  • Mighty Glacier: In-game, Great Unclean Ones are very dangerous in melee and very tough. However, their Slow and Purposeful rule limits them to only moving 6" a turn, making Deep Striking with them pretty much a necessity unless the enemy is similarly slow.
  • Nausea Fuel: Invoked. Nurglites are intended to be as disgusting as possible.
  • The Necromancer: Ironically, despite the fact you'd expect this to be Tzeentch's dominion, given his fixation on changing (life into death being "one of the most meaningful changes") and mastery of magic, Nurgle is the Chaos God most associated with The Undead thanks to his Zombie Plague. This is less so in Warhammer, however, where necromancy has become increasingly associated with "evil order".
  • Not Good with Rejection: Some Beasts of Nurgle eventually come to resent the fact that their playmates always go limp and feign indifference, and when finally slain by those they only want to befriend, undergo a metamorphosis into a vengeful Rot Fly. These creatures are then ridden by Plaguebearers as squadrons of Plague Drones.
  • Not So Different: With Slaanesh. While the two couldn't be more opposite in terms of aesthetics, their philosophies are mirror images of the same idea: self-love. While Slaaneshi worshipers take self-love to the point of self-destruction, Nurgle worshipers love themselves as they are so much that they completely stagnate, both literally and metaphorically.
  • Obliviously Evil: Nurgle genuinely believes that his plagues are gifts to the universe and the body horror he inflicts on sentient beings is an expression of love.
  • Odd Job Gods: Nurgle's portfolio covers Disease, Decay, Poison, Fear, Despair, Entropy, Endurance, Willpower, Stagnation, Rebirth, and Healing. It's been acknowledged before that most of the dead things often give birth to gross new forms of life, this makes him strongly making him the Chaos God of life and death, and represents the circle of life playing out in some of the worst ways that it can.
  • Papa Wolf: Some greater daemons of Nurgle will flip out if you try to harm the little nurglings.
  • The Patriarch: Nurgle views himself as a loving, generous, playful parental figure to his followers, and his followers adore him for it, lovingly referring to him as "Grandfather", "Grandpa", "Papa", "Father" or "Uncle" Nurgle.
  • Proportionately Ponderous Parasites: Nurglings among Great Unclean Ones, crawling across its body and playing in its open wounds and bountiful guts.
  • The Pig Pen: Why clean up? You will just get dirty again. Besides, Nurgle loves you just the way you are, no matter how filthy you get, so why not let yourself get filthy and have a bunch of friendly bacteria and maggots on your body to keep you company?
  • Plaguemaster: He's the one making all the diseases and spreading them around.
  • Poison Is Corrosive: Probably because what Nurgle's daemons are secreting is the essence of pure decay.
  • Rule of Symbolism: Nurgle's icon is meant to evoke the biohazard symbol.
  • Scarred Equipment: Commonly employed among Nurgle's followers, and like everything else Chaos, taken to its extreme. While all equipment gets banged up with use, Nurgle's followers make a habit of not repairing superficial damage, seeing it as the just ravages of time and entropy, and part of Papa Nurgle's domain. In turn, Nurgle blesses such things, often taking the scarring to new and dangerous places, like sprouting Meat Moss from holes worn in it, and gaining functionality that literally transcends its physical limitations.
  • Straw Nihilist: Nurgle and his followers are all about this, even if they're all very cheerful about it. Their only purpose is to spread disease and misery further, and having abandoned all hope and ambition they have nothing explicitly to live for other than to die and feed the cycle of rot. On the flip side, they also have the endurance and willpower to not just lay down and die, which makes them all the more dangerous. Put another way, Nurgle is Tzeentch's Last Man.
  • Stockholm Syndrome: What Nurgle induces in his devotees. He corrupts their minds and infects them with disgusting, deforming diseases, and yet they adore him. This is in no small part that Nurgle loves his followers very much, in his own way.
  • Stronger with Age: As Nurgle's domain includes both decay and endurance, those who can withstand the ravages of time will find themselves increasingly blessed, which in turn gives them more endurance to last even longer. The eldest of his followers are some of the most physically warped, but also some of the most powerful.
  • Summoning Artifact: Some Great Unclean Ones carry doomsday bells, heavy, rusted bells whose grim tolling can call forth hordes of the Plague God's minions. In the 8th Edition rules, a Great Unclean One with a doomsday bell is gains a bonus when attempting to summon Nurgle daemons. The can also use them as a weapon in close combat.
  • Super OCD: Plaguebearers, who go about counting Nurgle's plagues and the numbers of the infected, droning on in a Creepy Monotone as they tally the numbers on a battlefield. While they can't actually finish their counts, this apparently comes from some latent desire for order in the inherent disorder that is Chaos, or symbolic that Nurgle's ultimate goal will ultimately include the downfall of Chaos as the universe is reborn into something else.
  • Swallowed Whole: Should a Rot Fly hunt down the warrior who slew it in its previous incarnation as a Beast of Nurgle, the vengeful daemon will attempt to swallow its hated enemy whole, keeping them alive within its bloated body while they will be eternally digested.
  • The Swarm: Expect these anywhere near Nurgle. Many of his daemons are surrounded by swarms of flies, disease-spreading bloodsuckers, filth-spreading roaches, and carpets of maggots born from the carrion his followers leave in their wake. The little Nurglings certainly qualify as well.
    • Pyurultide, a planet under Nurgle's control in the Screaming Vortex, has an ocean of living, flesh-eating insects.
  • Token Good Teammate: He's the only Chaos god with sincere consideration for his followers. Of course, his ways of showing said consideration are insanely twisted.
  • Transflormation: The Seers of Lugganath astral-projected their forms into the Garden of Nurgle, seeking a cure for a blight ravaging their craftworld. Their punishment for intruding in Nurgle's most sacred sanctum was to be turned into screaming trees. An eternal, miserable decoration on his daily walk.
  • Victory by Endurance: Those who follow Nurgle in war win by virtue of this. Entropy claims all things, eventually, and only those who give themselves over to it fully will have the fortitude to see it through to its end, long after all others have given up, exhausting themselves in their efforts to avert it.
  • The Virus: The "gifts" of Nurgle, the most famous of which is Nurgle's Rot. Not only is it exceptionally fatal, but it transforms victims into Plaguebearer daemons.
  • Walking Wasteland:
    • Disease, decay, rot, and corrosion are all Nurgle's domain, and his daemons and followers will spread them where ever they go to further honor Papa Nurgle.
    • The mere presence of the rotting daemon engines known as Plague Hulks of Nurgle can reduce once pristine vehicles to rusted junk in moments. The 8th Edition rules represent this with the Rusting Curse ability that reduces the Armour Save of enemy vehicles in close proximity.
  • What a Piece of Junk: Vehicles, weaponry, and equipment associated with Nurgle or his servants usually goes without maintenance or even cleaning, becoming grime-coated and rusted over. Why bother, when it will just break down eventually anyway? However, thanks to Papa Nurgle's blessings, such things can continue to function just as well, if not better, as they get increasingly neglected with time. Weirdly, there are some instances of equipment and weapons doing things like getting buboes or dripping pus regardless of a(n initial) lack of organic material
  • The Worm That Walks: Some of Nurgle's daemons (such as the Plague Savants) are so full of maggots and other carrion breeders that they are practically animated by them.
  • Yandere: To Isha. After Nurgle rescued Isha from Slaanesh, he showed his "love" for her by imprisoning her in a cage and killing any warriors who attempted to liberate her.
  • Zombie Apocalypse: More than a few worlds have been overrun by undead due to one of Nurgle's diseases.

    Slaanesh 
https://static.tvtropes.org/pmwiki/pub/images/newkeeper2.png
A Keeper of Secrets.

"Long shall be your suffering. Joyous be your pain."

The Dark Prince Slaanesh, known as She Who Thirsts to the Aeldari, is the youngest of the Chaos Gods who was born from the decadence and depravity that gripped the once great Aeldari empire. When the immorality was at its peak Slaanesh was born, consuming the souls of the majority of the Aeldari race, destroying their gods and tearing reality asunder to create the Eye of Terror where the heart of the once mighty civilisation had been. Slaanesh is the embodiment of obsession, excess, and the unchecked desires that reside in the hearts of mortals. The patron of aesthetes, hedonists and artists, the Prince of Pleasure is fed by all who would let their obsessions rule them, with even his brothers inadvertently giving strength to the god they see as a young upstart. Slaanesh's sacred number is 6, his daemonic and mortal servants using the number obsessively to gain their gods favour.

While all the Chaos Gods can change shape at will, Slaanesh does so more than his brothers, taking the form of each viewer's greatest desires. Many of his worshippers depict Slaanesh as a figure split down the middle into both sexes, female on the right and male on the left. Whatever his appearance, Slaanesh is said to be divinely beautiful and no mortal can look upon his perfect features without losing their soul. The Realm of Slaanesh is split into six circles, each representing on aspect of sin and obsession from gluttony to avarice and lust. At the centre of these circles sits the elegant spires of the Palace of Slaanesh where the Prince of Pleasure indulges his every desire.

Like their master, daemons of Slaanesh are able to take on the form most desired by those they face but when they drop this charade, they reveal disturbingly beautiful and lithe form sporting horns, claws and tails. Slaanesh's minions are all incredibly swift and agile, able to mesmerise those that stand against them. Each of Slaanesh's daemonic Legions of Excess is divided into six cavalcades with the overall tactics and composition of each Legion left to the whims their Keeper of Secrets general.


Notable tropes include:

  • The Ace: Many of Slaanesh's worshipers hope to excel in their chosen vocation, be it warfare or something as mundane as sculpting or cooking. The problem is that Slaanesh's definition of fine art tends to horrify others with more "unrefined" tastes.
  • All Men Are Perverts: While hedonists of all varieties fuel Slaanesh, depictions of this tend to emphasize the sexual angle.
  • Ambiguous Gender: Humans consider Slaanesh male, while the Eldar consider Slaanesh female. Both are equally inapplicable. Slaanesh's faithful will also often be gradually blessed with the gift of androgyny as a reward for their hedonism.
  • Arch-Enemy:
    • Of Khorne, whose mindless barbarism contains no thought of the self. Also a lesser enemy of Nurgle, who is similarly 'selfless' and focused on spreading his blessings to others instead of sating oneself.
    • More generally, Slaanesh is viewed as the Arch Enemy of the entire Eldar race, even the Dark Eldar in a somewhat perverse way. Since being birthed by the Eldar, Slaanesh has quite a taste for Eldar souls, and the remaining fragments of Eldar society define themselves by how they avoid being consumed by Slaanesh upon death. In-game, this is represented by the Craftworld Eldar having a rule that lets them fight more ferociously against Daemons of Slaanesh, but also at the same time be pantshittingly terrified of them.
  • Beauty Is Bad: Slaanesh is the most physically beautiful of the Chaos Gods but is perhaps the cruelest, most callous and most self-centered of them.
  • Beware My Stinger Tail: The daemonic Fiends of Slaanesh have long, sinuous tails that are tipped with a viciously sharp barbed stinger. These stingers drip a highly venomous liquid capable of bringing exquisite agony and death to any mortal creature. In the 8th Edition, this vicious barbed tail can punch through all but the thickest of armour and does multiple wounds with each hit.
  • Blue and Orange Morality: Despite the above listing, Slaneesh has possibly the Bluest and Orangest Morality out of all of the Chaos Gods. Khorne wants violence, Nurgle wants companionship and spreading his illnesses, Tzeentch is all about changing and plotting, and Slaneesh wants pleasure. However, its comprehension of the concept of "pleasure" is vast and so incomprehensible that even the other Gods are confused by it.
  • Charm Person: Slaanesh's daemons possess what is sometimes called an "Aura of Acquiescence" that compels mortals to bow down and worship their inhuman beauty, save for those with the strongest wills. Slaanesh of course has an even more powerful version of this which no one can resist.
  • Combat Aestheticist: And how! Any fighter under Slannesh's service will be this, seeing beauty in the art of dealing death, having an almost obsessive relationship with the most beautiful and elegant weapons for the job, and finding the capacity for carnage exhilarating in its immaculate execution.
  • Combat Tentacles: The Contorted Epitome protects itself with pair of coiled, metallic tentacles that, in the 8th Edition rules, can cleave through light armour and hit with the power of a heavy bolter.
  • The Corrupter: While all of Chaos corrupts, Slannesh takes particular pleasure in the act of the corruption itself. The purer and more upstanding the victim, the greater the high when they give themselves over to Slannesh's debasement. The greatest example of this is what happened to the ancient Eldar. While the Warp energy that would eventually become Slaanesh was gathering, it began to gain some sentience and started to corrupt the Eldar, leading them to take their hedonism and violence to truly horrific extremes, accelerating the growth of the Warp energy even further.
  • Dance Battler: While all of Slaanesh's daemons fight with unnatural grace, some of the Dark Prince's daemonic champions perform a particularly manic dance of death in battle, slaughtering the enemies of the Lord of Excess with a ruthless grace. The 8th Edition rules represent this with the 'Murderdance' Slaaneshi Warlord Trait that increases the amount of Attacks a daemonic Warlord can make when charging.
  • Death by Sex: The inevitable result of bringing Slaanesh into carnal matters, partly due to increasingly destructive acts and partly because of who (or what) you might be boinking.
  • The Dreaded: Hence why the Eldar use titles like "The Great Enemy" or "She Who Thirsts" instead of Slaanesh's actual name.
  • Drugs Are Bad: Slannesh considers anything which heightens sensory experiences to be wonderful, and many Slaaneshi warriors indulge in combat drugs (as well as more recreational substances) before battle. Given that Slaanesh is a Chaos God, this is obviously intended to be a sign of horrible depravity and the evil of drugs rather than casting drug (ab)use as a positive thing (though Slaanesh and his/her/hir/its followers would naturally disagree).
  • Evil Feels Good: Or, rather, "if it feels good, then it's not evil". Slaanesh's followers are encouraged to ignore all morality, sanity and any other impediments to feeling pleasure. Alternatively, if you gain pleasure by recognising something as evil and perverse and doing it anyway, or even doing it because it is evil and that's how you get your jollies, come join in the fun.
  • Exotic Weapon Supremacy: Common among Slaaneshi warriors and daemons who wield is the use of weapons that seem unusual, impractical, and require extensive reflexes and training to even be reasonably competent with. This is primarily a vanity thing, as being able to master something so unusual is only something someone with a rare and dedicated passionate for the craft of it all could manage. The showiness of the act of using it is part of the satisfaction the wielder gains from it, and they frequently practice until deadly with it.
  • Extreme Omnisexual: Anything that moves, many things that don't. Anything with a pole or hole, and where a hole is lacking, make one. If it provides a physical or emotional thrill, it goes for Slaanesh's followers, no matter what it is.
  • Fantastic Arousal: Many of Slaanesh's gifts are done for this explicit reason. If Slaanesh decides a follower deserves a new body part, you can bet that body part will be a vector for new sensations with which to continue to explore their indulgences.
  • Fashionable Asymmetry: Slaanesh's daemons tend to have an uneven distribution of horns, claws, breasts...
  • A Form You Are Comfortable With: Any form it takes on, male, female, or otherwise, is actually reflecting the desires of whoever lays eyes on Slaanesh.
  • A Fate Worse Than Death: Unless an Eldar uses a special precaution — such as a Soulstone or one of the various strategies of the Dark Eldar — his or her soul is forfeit to Slaanesh upon death, due to the fact that the decadence that gave birth to the god occurred in the center of the original Eldar civilization.
  • The Fighting Narcissist: Something of a hat, as Slaaneshi warriors tend towards inhumanly fast reflexes with all the arrogance it entails, especially as they're opposed to the brutal berserkers of Khorne.
  • Food Chains: The second circle of the Realm of Slaanesh consists of a lavish feast that will induce a ravishing hunger on anyone who even thinks of indulging in the unearthly banquet. Those who do indulge in the circle’s temptations find themselves unable to stop eating, becoming morbidly obese lumps of flesh that can do nothing other than cram more and more food into their mouths.
  • Full-Frontal Assault: As befitting a load of Horny Devils. The models will at the very least be wearing a courtesy loincloth, however.
  • Gender Bender: Slaanesh can freely switch between male, female, hermaphrodite, and any other blending of gender features one can imagine. Some of its followers acquire this as a "gift" as well.
  • Glamour: One of Slaanesh's qualities, to the point of overpowering any mortal who comes into Slaanesh's presence. Slaanesh's servants may be gifted with a lesser form of this as well, and many of the leaders of Chaos movements get the unnatural charisma they use to recruit and incite fanatical followers from their veneration of Slaanesh.
  • God-Eating: Ate at the Eldar pantheon along with Eldar souls on their birth, of which only a few survived.
  • The Heavy:
    • The forces of Chaos only really started picking up steam after Slaanesh was born. Not only did Slaanesh rile up the other Chaos Gods, its birth created the Eye of Terror which made invading the Materium a lot easier.
    • Every conflict that involves the Eldar can be traced back to Slaanesh's birth, from their division into the three factions to all of the wars they've since waged against pretty much any race, has been to stave off Slaanesh eating their souls. This is because regardless of how an Eldar dies, his/her soul is claimed by Slaanesh upon death unless a Soulstone is nearby or Cegorach is willing to fight for it, so even unrelated conflicts will have Slaanesh as the primary motivator to not die.
  • The Hedonist: Slaanesh and its followers are ultimately about seeking pleasureful sensations. This typically starts out with sex, torture, and/or murder, but inevitably degenerates into seeking out any sensation and learning to find it pleasurable and unique, up to and including fighting wars to see what losing is like and extreme self-mutilation as pleasure becomes confused with pain.
  • Hemo Erotic: Along with every other kind of depraved erotic form out there. Many Slanneshi cultists eventually resort to cutting themselves while indulging in other pleasures because nothing less will provide the heights of sensation they are addicted to.
  • Hermaphrodite: More conventional portrayals of Slaanesh, and the fate of some of Slaanesh's favored servants.
  • Horny Devils: Slaanesh and all its daemons are basically this, particularly the Daemonettes.
  • Hot as Hell: Slannesh adores beauty, grants it to followers as a blessing, and Slanneshi daemons have a strong streak of allure to them. However, like with all things, Slannesh takes this to excess, and with further mutation the beauty gradually passes beyond "normal" and into the realm of unreal perfection that is as disturbing as it is attractive.
  • Hypnotic Eyes: Some favoured Champions of Slaanesh are gifted with an eldritch gaze that distracts and saps the will of their enemies. The 2nd Edition of the game represented this with the Gaze of Slaanesh Chaos Reward that reduced the Attacks characteristic of the model's hand-to-hand combat opponent.
  • It Amused Me: That they might receive pleasure from the act is the only reason followers of Slaanesh need to do anything.
  • It's All About Me: It really is.
  • Kill the God: After being born and gorging on the souls of trillions of Eldar, Slaanesh made a bee-line for the Eldar pantheon, effortlessly (and elegantly) slaughtering all but two: Isha, the Goddess of Life (who was saved/kidnapped by Nurgle) and Cegorach, the Laughing God (who evaded Slaanesh and now resides in the Webway). That being said, Khaine, the God of War and Murder, was shattered into millions of pieces that came to rest in the Craftworlds and can become the Avatars of Khaine through ritual sacrifice.
  • Lean and Mean: While Khorne's blessed have huge packs of ropy muscles, Nurgle's blessed are bloated with corruption, and Tzeench's blessed fit arbitrary body shapes, Slannesh's blessed often have a sensual thinness with a sadistic streak miles wide.
  • Love Goddess: In the most twisted way possible...
  • Love Makes You Evil: It does when it is the love offered by the Prince of Excess...
  • Mad Artist: The patron god of them. Slaanesh adores perfection and beauty, no matter how twisted that beauty must be to achieve that perfection. An example from Fulgrim is of an artist who used blood, bile and feces as paint.
  • Magic Mirror: The Contorted Epitome is a large daemonic mirror that daemons of Slaanesh often bring to the battlefield with them. Introduced during the 8th Edition of the game, the Epitome's mere presence is able to invigorate nearby daemons of Slaanesh, absorb the energy of enemy attacks and inescapably captivate enemy warriors reflected in its surface.
  • Merger of Souls: Slaanesh was born when countless Eldar souls that died in extremely decadent orgies and sadistic slaughters coalesced together into a single entity. The resulting hole in spacetime, the Eye of Terror, shattered the Eldar empire.
  • Mix-and-Match Critters: Fiends of Slaanesh have a scorpion's legs, tail and stinger, a somewhat anteater-ish head, and a humanoid torso with clawed hands and of course, breasts.
  • Mood-Swinger: Slaanesh is notorious for being the most fickle of the Chaos Gods, to the point where even the others aren't quite certain what he's thinking. Descriptions of his personality range from disarmingly charming to unimaginably sadistic.
  • Multi-Armed and Dangerous: Keepers of Secrets, the Greater Daemons of Slaanesh, possess two regular arms and two pincer arms.
  • Multiboobage: The 3rd Edition Slaanesh Daemon models are notorious for having up to three sets of breasts, sometimes with eyes instead of nipples. This was something of an aberration however as most prior and subsequent depictions, both on the tabletop and in the background material, have described Daemonettes as having a single breast but can be Hand Waved due to their Glamour abilities.
  • Multipurpose Tongue: Steeds of Slannesh have a long whip-like tongue several meters long that is coated by a paralyzing poison. The Steeds use these tongues to attack their enemies, immobilizing the opponent so that they are helpless against their rider's tender mercies.
  • The Muse: The background material for Infernal Enrapturess Heralds of Slaanesh states that they act as muses for mortal artists who attempt to create beauty during the darkest of times. The Enrapturess will encourage her chosen artist to rid themselves of their inhibitions so that they can produce the perfect piece of art or music, slowly enhancing their obsessions until they are driven mad, or die of hunger as they forsake food to complete their great work.
  • Musical Assassin: The Infernal Enrapturess Heralds of Slaaneshnote  use their grotesque heartstring lyres to send waves of sonic energy through the enemy ranks, causing them to dance until they rip themselves apart, or to explode as their joyful emotions burst from their flesh. In-game this is represented by the choice of two attack, one that causes multiple, lower strength attacks, or a single powerful blast.
  • Nipple and Dimed: The 3rd Edition models for Daemonettes aroused... controversy by eschewing the previous versions' Chainmail Bikinis. As of 4th Edition, however, the Daemonettes have been retooled as more androgynous, and either have corsets or don't need them. Fan reactions to the change were predictably mixed.
  • Non-Mammalian Mammaries: The serpentine Steeds of Slaanesh presumably aren't mammals, but still have breasts. Taken to extremes with an army featured in a White Dwarf battle report, which featured breasts on a Rhino APC.
  • Not So Different: With Nurgle. While the two couldn't be more opposite in terms of aesthetics, their philosophies are mirror images of the same idea: self-love. While Nurgle worshipers take self-love to the point of utter stagnation, Slaaneshi worshipers take self-love to the point of complete self-destruction, both literal and metaphorical.
  • Odd Job Gods: Slaanesh's portfolio covers Excess, Depravity, Pain, Perversion, Pleasure, Love, Lust, Desire, Mastery and Beauty.
  • Otherworldly and Sexually Ambiguous: A hermaphroditic deity whose daemons are also hermaphroditic. By default, humans speak of it as a god, while the Aeldari speak of it as a goddess ("She Who Thirsts").
  • Out with a Bang: Slaanesh has a disturbing amount of ways to do this, not all of which are literal sex as we know it. Slaanesh's foes, and followers, are said to be gifted with one moment of ultimate ecstasy before their soul is consumed, which is why Slaaneshi cultists are willing to die for their patron when their creed otherwise emphasizes self-serving behavior instead of self-sacrifice.
  • Overly Long Tongue: A blessing given to some of Slaanesh's daemons and its occasional mortal worshiper. It is useful both for being a vector for sensation as well as source for stimulation, both of which Slaanesh approves of.
  • The Perfectionist: Anything less than perfect is an insult.
  • Pleasure Planet: The Palace of Slaanesh, where every possible depraved act thinkable (and some that are unthinkable) is performed.
  • Power Perversion Potential: In what is arguably an inversion, Slaanesh's gifts are designed for perverse purposes, but end up being just as useful on the battlefield as the boudoir. Perfumes that cause bliss when inhaled can incapacitate and fog the minds of foes, extra long tongues for tasting and stimulating can be used to ensnare, etc.
  • Pronoun Trouble: Often used as a joke by the fandom.
  • Red Baron: The Dark Prince, the Serpent, She Who Thirsts.
  • Safe, Sane, and Consensual: Rejected. Slaanesh's worshipers don't let safety, sanity, or consent get between them and what they want.
  • Sense Freak: Taken Up to Eleven. Long time, hyper-desensitized followers will literally immolate themselves, just to feel something new.
  • Sex Is Evil: An incarnation of this is the simplest way of viewing Slaanesh.
  • Sex Is Violence: Slaanesh honestly seems to be unaware of the difference.
  • Shapeshifter Default Form: Slaanesh's most common form is that of a male and female put together at their respective vertical middles.
  • Shapeshifting: The only consistent aspect of Slaanesh's appearance is terrible beauty. Beyond that, Slaanesh will appear as a reflection of what is most desired by the observer. In this way, it is A Form You Lust After.
  • Shapeshifting Seducer: Slaanesh and his daemons, almost always assume the form most desired by those who look at her/him.
  • The Smurfette Principle: Kinda. Slaanesh is at least sometimes female, whereas the other three Chaos Gods are clearly male.
  • The Social Expert: A frequent gift given to Slaanesh's most faithful, along with their unnatural charisma. Their ability to read and appeal to the desires, conscious or unconscious, of others makes them highly successful at interpersonal manipulations. Those who evangelize Chaos will frequently appeal to Slaanesh in seeking this gift.
  • Soul Eating: The 8th Edition Hellforged Daemon sword Soulstealer consumes the souls of those it slays, healing its wielder. The blade is particularly thirsty for Aeldari souls, something represented in-game by a re-roll to wound against them.
  • Spiked Wheels: The Seeker Chariots ridden into battle by some Daemonettes are festooned with razor sharp blades, including great scythe-like blades mounted on their viciously barbed wheels. The Daemonette charioteers take great pleasure in driving their elegantly brutal machines into the enemy at great speed, resulting in their victims turning into a red mist as they are lacerated by the chariot’s blades. In the 8th Edition of the game, these bladed wheels are represented by the Scything Impact Ability that gives the Seeker Chariot a chance of inflicting mortal wounds when it charges into combat.
  • Taken for Granite: One of the punishments Slaanesh inflicts upon those daemonic servants who displease him is to turn them into unfeeling marble statues so that they can no longer partake in the pain and pleasure that they crave.
  • Timey-Wimey Ball: Slaanesh has a definite birth-date (the Fall of the Eldar empire around the 31st millennium) yet due to the nature of the Warp, once Slaanesh existed Slaanesh had always existed. Slaanesh is still considered the "youngest" of the Ruinous Powers, however.
  • Too Kinky to Torture: The Inquisition has found that the best way to break a Slaaneshi prisoner is through a sensory deprivation tank.
  • Victory Is Boring: For a daemon of Slaanesh, the desire for something is more important than the actual achieving of it. If there is something such a daemon wants, it will be prone to working toward having it with an obsessive zeal, but once it actually gets it, the interest in it quickly wanes and it looks for a new conquest. The only time something it already has inspires any interest on its part is if its mastery or ownership of that thing is threatened.
  • Weak, but Skilled: Slaanesh has a fair number of warriors as followers, though obviously not as many as Khorne. In comparison to the brutal fury of Khorne though, Slaanesh's warriors seek mastery of their skills, to make that perfect shot or flawlessly win that next sword duel. If it falls into the desire for the perfection of self, it is Slaanesh's domain, even in combat, and the skills of some of the followers reflect that.
  • Whip It Good: The Alluresses who ride atop Seeker Chariots are armed with a pair of lashes of torment rather than the crab-like claws that most Daemonettes sport. The Alluress uses these long, multi-tailed barbed whips to drive the Steeds of Slaanesh pulling the Chariot to extra speed and (in the 8th Edition of the Game) can use them to strike their opponents with the same power as a bolt pistol.
  • Wicked Cultured: Slaanesh is not just about physical sensations such as sex and torture, but also enjoying such things as art and music. Generally, though, Slaanesh's followers gradually move more towards the "wicked" part than the "cultured" part as time goes on.
  • Your Soul Is Mine: The blades attached to the wheels and axels of Seeker Chariots and Hellflayers are enchanted to dig deep into the souls of their victims, ripping their spiritual essence from their mortal remains and feeding it further into the war machine's infernal mechanisms.

Notable Daemons of the Chaos Gods

    Daemons of Khorne 

Skarbrand, the Exiled One

https://static.tvtropes.org/pmwiki/pub/images/rsz_skarbrand.png

Once one of the greatest Bloodthirsters, Skarbrand fell from Khorne's favour after Tzeentch manipulated the mighty Greater Daemon into striking the Blood God while he was distracted. In punishment, Khorne scoured Skarbrand's mind of all thought and emotion except pure rage before hurling the fallen daemon through the warp for eight days and nights. Skarbrand now spreads bloodlust throughout the mortal and immortal universes, slaying all who stand against him and spilling more blood for his master than he ever did before his fall. As Abaddon launched his 13th Black Crusade and the Great Rift split the galaxy, Skarbrand has become more active than ever, his boundless rage creating powerful warp storms wherever he manifests.


  • Ax-Crazy: Even more so than normal, due to having no emotion left in him except fury.
  • Badass Beard: The massively powerful Skarbrand is the only Bloodthirster to sport a beard. The mighty greater daemon's beard is plaited, hung with bones, and is longer than a man is tall.
  • Body-Count Competition: During the events of Fracture of Biel-Tan, Skarbrand was challenged by the Masque of Slaanesh to a contest to see which of the exiled daemons could reap the most Eldar souls for their patron. When the Exiled One discovered that the Masque was just using him and had no intention of comparing their tallies, he led a horde of daemons into the heart of Biel-Tan to chase after the capering Herald.
  • Broken Angel: After being strangled by Khorne and falling for eight days before finally impacting, Skarbrand is a ruined thing with tattered wings, devoid of any thought or personality beyond boundless rage. Ironically, this makes him an even better instrument of Khorne's will, an endless rage without any thought or personality.
  • Dual Wielding: Skarbrand wields twin daemon-axes, Slaughter and Carnage, which he wrested from other Bloodthirsters he defeated in combat. Each contains the souls of those they've killed.
  • The Exile: Khorne banished Skarbrand from his realm for having the gall to attempt to strike at him. Skarbrand ultimately wants to get back into Khorne's good graces; his efforts are for naught but he's too insane to realize it.
  • Half the Man He Used to Be: Skarbrand faced off against Dante, Chapter Master of the Blood Angels, at the Gates of Pandemonium, but was cloven in two by Dante and banished back to the Warp.
  • Hate Plague: Every unit near Skarbrand, friend or foe, becomes just as frenzied as he is.
  • How the Mighty Have Fallen: He used to be the most powerful Bloodthirster around and Khorne's favored champion. Now he's a broken and insane ruin, desperately seeking favor he can never obtain.
  • Make Me Wanna Shout: During battle, Skarbrand is able to unleash a Bellow of Endless Fury, a mighty shout so loud and full of wrath that it can break bones and stop hearts. In the 8th Edition of the game this Bellow is represented by a random number of attacks that automatically hit with the power of a heavy bolter.
  • Spanner in the Works: In The Gathering Storm, he winds up being one to Kairos Fateweaver. Tzeentch's vizir actually managed to capture Roboute Guilliman and his entire Terran Crusade in the depths of the Maelstrom, planning to drive them all insane to be loosed on the galaxy at a time and place of his choosing. Skarbrand, caring absolutely nothing for the other daemon's plans, lead a massive Khornate army to attack the prison and claim the Primarch's skull for Khorne. In the ensuing battle, Guilliman and some of his allies managed to escape.

Skulltaker, the Champion of Khorne

https://static.tvtropes.org/pmwiki/pub/images/skulltaker_the_champion_of_khorne_2019.png

A Bloodletter who displayed an unparalleled talent for decapitation from the moment of his creation, U'Zuhl was appointed as Khorne's Sacred Executioner after decapitating every other contender for the position without taking a single wound himself. Granted the title of Skulltaker, he has stalked the galaxy ever since, taking the heads of everything from Ork warlords to Grey Knight Grand Masters and presented their skulls to his master.


  • Chuck Cunningham Syndrome: In older editions Skulltaker had the option of riding into battle upon the mighty Juggernaut of Khorne, Khul'tyran. The 7th Edition Codex: Khorne Daemonkin removed Khul'tyran as an option and he hasn't been mentioned in the background material since.
  • Combat by Champion: As Khorne's champion, Skulltaker must issue and accept challenges in close combat whenever possible.
  • Cruel and Unusual Death: He likes to draw out his victims' agony, slowly dismembering them before taking their skulls.
  • Decapitation Presentation: Pretty much the reason for his existence.
  • Elite Army: While it doesn't have any in-game rules, the background material mentions that Skulltaker leads the Cohort of Blood, a force consisting of the most powerful Bloodletters to fight for the Blood God's daemonic legions.
  • Flaming Skulls: He weaponizes this, wreathing his victim's head in fire and burning the flesh away before wrenching off the still-burning skull as a trophy.
  • Hero Killer: Among his kills are two Grey Knight Brother Captains, aka the absolute best soldiers that the Imperium has against daemons. And that's not even getting into how he killed a Warboss and 17 Eldar exarchs!
  • Skeletons in the Coat Closet: Skulltaker wears the Cloak of Skulls, an infernal cloak weaved with the screaming skulls of those that gave the mighty Herald the greatest challenge. This cloak is as hard as iron and protects Skulltaker from the unworthy attacks of his chosen victims.
  • Worthy Opponent: He prefers these — cowards who try to run from his challenge are cut down without a second thought, but Skulltaker takes his time with foes who agree to duel him. If they put up a really good fight before dying, Khorne lets him keep their heads.

Karanak, the Hound of Vengeance

https://static.tvtropes.org/pmwiki/pub/images/vigiluskaranak.jpg

The greatest, and most favoured, of Khorne's Flesh Hounds, Karanak is the infernal incarnation of the Blood God's desire for revenge. When an individual, be they mortal or daemonic, rouses Khorne's rage, Karanak is unleashed to hunt them down, not returning to its master's side until its prey has been run down and slaughtered. When not on the hunt, Karanak guards the Blood God's throne room, tearing apart anything that enters without the permission of its master.


  • Anti-Magic: His Brass Collar of Bloody Vengeance not only protects him from psychic attacks, but also increases the odds that any nearby psykers will suffer a Critical Failure when using their abilities.
  • Expy: A three-headed Hellhound who acts as his master's watchdog, like Cerberus.
  • Hero Killer: Before the start of the game, you get to designate which enemy character is on Khorne's hit list, so that Karanak can re-roll failed attempts to hit and wound them in close combat.
  • Multiple Head Case: Karanak has three heads, each of which is able to track his prey a different way. The first head can follow its quarry's scent across space, the second can see the prey across time while the third can sense his prey's thoughts.
  • Super Senses: One of Karanak's heads can track his quarry across space, another across time, and the third can sense his prey's very thoughts.
  • The Wild Hunt: When Karanak is on the hunt, he attracts other daemons of Khorne who follow in his wake, eager to slate their bloodthirst on those near Karanak's target.

Doombreed, Daemon Prince of Khorne

The oldest and most powerful of Khorne's Daemon Princes, Doombreed was once a mighty warlord on ancient Terra where his acts of genocide and murder greatly impressed the Blood God. During his 5th Black Crusade, Abaddon sacrificed two entire Chapters of Astartes to Doombreed in order to secure a dark pact with the Daemon Prince. To honour this pact, Doombreed was one of the Daemon Lords that fought with the Warmaster's forces when he launched his 13th Black Crusade and, after the opening of the Great Rift, leads the second wave of Khorne's Blood Crusade, alongside the Bloodthirster Ka'Bandha, as it ravages the galaxy.


  • Anti-Magic: Doombreed wears a powerful Collar of Khorne that makes him totally immune to psychic attacks. He also wields the Rod of Khorne, a staff of twisted bone that can kill a psyker with its mere presence.
  • Armor of Invincibility: Doombreed's Chaos Armour had the best armour save in the game during 2nd Edition at 2+ on 2D6 that could be re-rolled if failed.
  • Demoted to Extra: Doombreed hasn’t had official rules since 2nd Edition but is still mentioned every so often in the background material.
  • Dual Wielding: Doombreed wields an Axe of Khorne in one hand and the Rod of Khorne in the other.
  • Purposely Overpowered: Doombreed is said to be more powerful than even the Daemon Primarchs and as such his 2nd Edition rules were exceptional, even for an edition infamous for overpowered characters.
  • Put on a Bus: Doombreed was removed as a playable character during 3rd Edition.
  • Riddle for the Ages: Exactly which perpetrator of atrocities he was prior to ascension is open to debate, the most popular candidate being Genghis Khan (Hitler and Stalin are also considered). A more disturbing theory is that he's yet to be born.
  • Teeth-Clenched Teamwork: During the Horus Heresy, Doombreed fought against the Emperor alongside N'kari, a Greater Daemonnote  of Slaanesh when the Master of Mankind boarded the Vengeful Spirit during the climax of the Siege of Terra. Only the favour that Khorne held for Horus and the power of his opponent forced Doombreed to fight alongside a daemon of the Blood God's most hated brother.
  • Time Abyss: Doombreed is the oldest former human Daemon Prince and, if the theories about his identity are correct, was blessed with Daemonhood when he was still on Earth.

    Daemons of Tzeentch 

Kairos Fateweaver, the Oracle of Tzeentch

https://static.tvtropes.org/pmwiki/pub/images/kairosfateweaver.jpg

In an attempt to uncover the mysteries of the Well of Eternity, a vortex said to be the source and destination for all time and space, Tzeentch threw his Lord of Change vizier, Kairos Fateweaver, into the maelstrom to see what would happen. When the greater daemon emerged from the Well, he had been changed by his ordeal, having been unnaturally aged and sporting a second head. The changes wrought on Kairos wasn't limited to the physical, however, as the Lord of Change had been granted knowledge of both the past and the future, even if this had left him blind to the present and now spends much of his time dictating his visions to an army of scribes. In addition to this important duty, Kairos still takes to the battlefield in order to see his master's plans enacted as intended, something that has become even more common since the opening of the Great Rift, clashing with the resurrected Roboute Guilliman, leading an invasion of Nurgle's Garden and emerging victorious during the Clash of Champions between the Dark Gods.


  • Affably Evil: As written by John French in the short story "Fateweaver" where he is remarkably pleasant to the Space Marine who is trying to hunt him down, going so far as to apologize for having to kill him.
  • The Archmage: Between his two heads, Kairos knows every psychic power in Tzeentch's repertoire, and can draw powers from four other disciplines, making him one of the most devastating psykers in the game.
  • Baleful Polymorph: Kairos' weapon, the Staff of Tomorrow, is said to be the physical embodiment of the power of change and anyone struck by it is blessed with agonising mutations. The 8th Edition rules represent this by allowing the Chaos player to add a Chaos Spawn to their army whenever Karios kills an enemy character with the Staff.
  • Broken Angel: Fateweaver emerged from the Well of Eternity stooped with unnatural age, his wings vestigial, and of course there's the whole "second head" thing.
  • Didn't See That Coming:
    • The irony of Kairos' condition is that it leaves him totally blind to the present. This leads him to subvert Combat Clairvoyance and be next to useless in close combat.
    • In The Gathering Storm, his foresight somehow misses Skarbrand leading a massive Khornate attack on his base.
    • His rules in 4th edition made him flee the battle if he suffers a wound and failed a leadership test. He runs away because after suffering the wound, he may suspect that Tzeentch intentionally fogged up his visions of the future to try and off him (as otherwise he would have literally seen the attack coming). This was removed in subsequent editions.
  • Did You Just Punch Out Cthulhu?: At one point he manages to capture Roboute Guilliman, an impressive feat even for a daemon of his prodigious strength.
  • Evil Chancellor: Tzeentch's Grand Vizier and closest adviser, though he cannot always be trusted.
  • Evil Cripple: Kairos' condition leaves him physically debilitated and useless in close combat.
  • Knights and Knaves: Some mortals and daemons consult Kairos for advice, only to learn that while one head will give them the truthful answer to their question, the other will give an equally plausible yet contradictory answer.
  • Mad Oracle: Kairos' time within the Well of Eternity has left the daemon unhinged, even by the standards of daemons. Kairos can often be found mumbling to himself about events still to come and will launch into mad outbursts about futures that only he has perceived.
  • Meaningful Name: The word "kairos" in English is defined as "a time when conditions are right for the accomplishment of a crucial action", or in other words, "the opportune and decisive moment", which encapsulates one of the most essential aspects of Tzeenthcian scheming; it also derives from the Greek word καιρός, which literally means"time", and therefore seems to be an allusion to to the Well of Eternity that he had been dunked into.
  • Multiple Head Case: Kairos' two heads do not always concur on what to do, and never concur on the prophesies they hand out.
  • The Older Immortal: Kairos was unnaturally aged by his journey through the Well of Eternity.

The Changeling, the Trickster of Tzeentch

https://static.tvtropes.org/pmwiki/pub/images/rsz_changelingnew.png

The Changeling is the embodiment of Tzeentch's deception and can assume any form it chooses with absolute perfection, save for that of his master for Tzeentch will suffer no mimicry. The Changeling has been granted far more autonomy than many daemons, enjoying leading mortals and daemons across the galaxy into disaster, and has even played practical jokes on the other Chaos Gods on occasion. At times, however, the Architect of Fate will give his Trickster a specific mission and prior to the events of the 13th Black Crusade, the Changeling was instrumental in setting-up the events that led to the Siege of the Fenris System and the return of the Daemon Primarch Magnus the Red to the material universe.


  • Doppelgänger: The Changeling is able to take the form of almost creature in existence from a humble Gretchin to a mighty Greater Daemon. The Changeling uses this ability to sow confusion and manipulate the fate and actions of mortals to advance the plots of its master or simply for its own entertainment.
  • Exact Words: As with all daemons, the wording of your request is of utmost importance. Not only will the Changeling follow it to the letter, but he will do everything within said letter to utterly screw you over, as the Governor below found out the hard way.
  • In the Hood: He keeps his face shrouded by a hooded cloak. It's rumored among other Heralds that inside the hood, he constantly shifts his face into previous forms he's taken to try to figure out what his real face is.
  • Jerkass Genie: In the guise of a Keeper of Secrets, he traded the souls of a traitorous governor's daughters for something that would end an Imperial siege—the teleport homer of some Dark Angels terminators.
  • Mirror Match: When faced with a mighty warrior the Changeling will transform itself into its opponent, using their own skill and strength against them. The 8th Edition of the game represents this with the 'Formless Horror' ability that allows the Changeling to use its opponent's combat statistics instead of its own.
  • Shapeshifter Default Form: Averted, as he has completely forgotten what his original shape was, and only Tzeentch himself remembers it.
  • Traumatic Haircut: One of his practical jokes involved cutting Slaanesh's hair with a stolen Hellblade while the Dark Prince slept.
  • The Trickster: Delights in confounding and manipulating his victims.
  • Whoopee Cushion: Pulled the 40k equivalent of an ancient gag when he snuck a trio of Nurglings onto the Skull Throne right before Khorne sat down.

The Blue Scribes, the Azure Arcanologists

https://static.tvtropes.org/pmwiki/pub/images/thebluescribes_4414.png

"Ygethmor's Flaming Blizzard, say thee? Bumbleheaded no-brain! This calls for the Vaunted Transmogrophication of Colchis. Watch this!"

Legend has it that at one point the other Chaos Gods conspired to depose Tzeentch after the Changer of Ways came to dominate the Warp and that his unsurpassed power was shattered into countless crystalline fragments of sorcerous power. After his defeat, Tzeentch tasked the cantankerous Blue Horrors P'tarix and Xirat'p with the recovery of the power that he lost, now taking the form of various spells and psychic abilities. Traveling the galaxy on a Disc of Tzeentch overloaded with arcane scrolls and tomes, their unending search frequently leads them to battlefields where they use their arsenal of accumulated lore to devastating effect.


  • Confusion Fu: As a result of their limitations, in battle the Scribes sling spells at random without knowing what's going to happen. This is reflected in-game by randomly determining their psychic power each turn.
  • Hover Board: The Scribes travel on a Disk of Tzeentch, a flying machine containing a sorcerously-bound Screamer daemon.
  • Mana Drain: P'tarix has the ability to siphon the warp energy unleashed by enemy psykers so that it can be studied and categorized as part of their search for the shards of Tzeentch's staff. The 8th Edition of the game represents this with the P'tarix's Sorcerous Syphon ability that makes it more difficult for nearby enemy psykers to manifest their abilities.
  • The Pen Is Mightier: If a foe manages to get close enough to the Scribes to threaten them with physical combat, the pair will retaliate with their knife-sharp quills, all the while arguing about whose fault it is that they are in such a situation.
  • Power Limiter: Tzeentch altered the Scribes to ensure that they couldn't effectively use the knowledge they acquire. P'tarix can transcribe the spells they find, but can't read. Xirat'p, on the other hand, can read his brother's writing, but can't understand it. They're also both Blue Horrors so that they would eternally be at each other's throats (as well as being dumber than two halves of a peanut), never getting the idea that they could work together to utilize the power they hold effectively.
  • Sdrawkcab Name: Created together from the same Pink Horror to fulfil their role, the twin Blue Horrors P'tarix and Xirat'p share the same name, only reversed.
  • Unwitting Pawn: Tzeentch specifically selected these two because they're too stupid and argumentative to ever realize what they could do with all the power they're accumulating.

Aetaos'rau'keres, the Slayer of Souls

https://static.tvtropes.org/pmwiki/pub/images/aetaosraukeres.jpg

An insanely powerful Exalted Lord of Change, Aetaos'rau'keres is one of the most feared of all Tzeentch's daemons, and he is venerated only by the most apocalyptic of cults. Only Tzeentch knows the full history of his greatest daemon for Aetaos'rau'keres has killed anyone else who has dared to research his past. While he may have the powers of a demi-god, Tzeentch has shackled the mighty daemon's will to such an extent it has driven Aetaos'rau'keres to madness, leaving nothing in his mind except the desire to obliterate worlds.


  • Attack Reflector: One of his abilities allow him to bounce back enemy Psyker ability directed towards him, and make them take Mortal Damage.
  • The Dreaded: Even by Greater Daemons standard, as he doesn't whether you're friend or foe.
  • Leave No Witnesses: Aetaos'Rau'Keres has murdered everybody, mortal and daemon alike, who knows anything about his true nature. The only reason he's still "loyal" is because Tzeentch is the only person left in the universe who could sell out his secret.
  • Magic Staff: Keres' powerful staff, the Staff of Cataclysm, is able to channel the power of a warp storm to attack the Exalted Greater Daemon's enemies. In-game this attack inflicts a massive number of attacks against enemy units that, in the 8th Edition version of the rules, can use the lives of the enemy to summon Flamers of Tzeentch to the battlefield.
  • Omnicidal Maniac: Once Keres is summoned, he would not stop until everything in the planet is dead and/or ashes. As 1d4chan put it, he's a paranoid and unfathomably pissed off Exterminatus on legs (and wings).
  • Summon Magic: Even for a Lord of Change, Aetaos'rau'keres is particularly adept in the summoning of other daemonic beings into the material universe. How this is represented in the game changes depending on the edition with some giving Keres a special attack that summons Tzeentchian daemons rather than doing damage, while the 8th Edition rules give the Exalted Lord of Change a re-roll on any attempts to summon daemons during a game.
  • Try to Fit THAT on a Business Card!: As with all daemons, Aetaos'rau'keres has a large number of titles, pseudonyms and use-names including: Slayer of Souls; Lord of Hosts, The Shadow of All Colours and None; Ashenwing; and Tzeentch's Mad Satrap. Aetaos'rau'keres has so many such titles that even his entry in Forge World's 2013 sourcebook Imperial Armour: Apocalypse doesn't note them all, simple ending the list with "etc."

    Daemons of Nurgle 

Rotigus Rainfather, the Generous One

https://static.tvtropes.org/pmwiki/pub/images/rotigusrainmaker.png

A powerful Great Unclean One, Rotigus is the embodiment of the Plague God’s generosity and will happily render assistance to any desperate enough to seek aid at any price. Wielding a staff made from a branch of his god's favourite tree and constantly followed by a diseased storm that gifts those who surround the greater daemon with the Plague God's blessings, Rotigus leads the Plague Legions across the galaxy to claim worlds for the glory of the Great Corrupter. Since his actions during the Skull Lands War, where he saved the Garden of Nurgle from an out-of-control warpfire inferno, Rotigus has risen greatly in Nurgle's favour and his fellow Greater Daemons believe it is only a matter of time before he is elevated to the status of Exalted Great Unclean One.


  • Be Careful What You Wish For: Rotigus listens to despairing mortals' supplications and always delivers in a twisted manner. There's an incident where the T'au Earth Caste farmers of Dh'artan, so desperate for rain as their hydro-tech broke, give in to the superstitions of the indigenous tribes of the sept. The resulting downpour is welcome until it engulfs the entire planet and turns it into a plague-ridden swamp.
  • Breath Weapon: Rotigus has been blessed with the ability to vomit an endless stream of rotten meat, acids and plague water. His miniature visually represents this with the tide of maggots pouring out of his mouth.
  • Explosive Breeder: When the beasts of agri-world Ullden went sterile, Rotigus "helped" out. Gifting them with fertile beasts...who just kept on giving birth, covering the grounds with mutated and shrieking abominations.
  • Fertile Feet: The Rainfather is regarded by primitives as a fertility god; where he goes, your crops and animals would be plentiful, thanks to his rain and fertility blessing. Problem is, he takes this to horrifying extremes. Unending rainfall has turned entire planets into swamplands, and animals have been known to endlessly churn offsprings, that they cover the ground even when they're horribly misshapen from various mutations.
  • Green Thumb: In a typically twisted manner. Rotigus can make the flora and fauna around him grow and multiply out of control, the resulting death and rot exponentially adding to the destruction he causes.
  • Staff of Authority: Rotigus wields the gnarlrod, a staff made from the branch of the hornebeam tree, one of the favourite plants of the Plague God. Not only is this branch a powerful weapon, the fact that the Rainfather is allowed to wield it shows how high the mighty Great Unclean One stands in Nurgle's favour.
  • Too Many Mouths: The opening in Rotigus' belly is a leering fang-filled mouth, and a snarling face is emerging from the muscles in the open tear in his left arm.
  • Weird Weather: Rotigus is always accompanied by Nurgle's Deluge, a downpour of filthy, pestilent water that perpetually hovers over him and drowns those nearby in the gifts of Nurgle.

Ku'gath Plaguefather, the Foetid Brewmaster

https://static.tvtropes.org/pmwiki/pub/images/kugath.jpg

An unusually sombre Great Unclean One, Ku'gath was once a regular Nurgling who accidentally imbibed one of the most potent and noxious diseases that Nurgle had ever created. Although Nurgle was more amused than annoyed at his loss, Ku'gath has devoted his existence to recreating his father's masterwork, travelling the galaxy in search of ingredients and test subjects to perfect his hideous brew.


  • Chuck Cunningham Syndrome: Ku'gath is nowhere to be seen or mentioned in the 8th edition Daemons codex, and the role of a named Great Unclean One seems to have been transferred to Rotigus.
  • Combat Medic: Nurgling swarms recover wounds when near Ku'gath, as he's so infested with them that he can spare some as reinforcements.
  • Fastball Special: He prefers to test his latest attempt at Nurgle's master plague by throwing infected Nurglings to splatter into the enemy.
  • Freak Lab Accident: Ku'gath is what he is because, while crawling on Nurgle's body, he fell into the Plaguelord's vat of diseases and consumed its contents, transforming into a Great Unclean one.
  • Inadequate Inheritor: He sees himself as having robbed Nurgle of his greatest achievement and is obsessed with recreating it. Nurgle, for his part, is very pleased with what Ku'gath has become but is content to let him carry on his experiments.
  • Too Important to Walk: Ku'gath and his field equipment are carried on a living carpet of Nurglings, which he constantly replenishes from his own rotten guts.

Epidemius, the Tallyman of Nurgle

https://static.tvtropes.org/pmwiki/pub/images/epidemius_3191.png

One of the Proctors of Pestilence who lead Nurgle's Plague Legions, Epidemius is one of the greatest of the Lord of Decay's daemonic heralds. As a mark of his favour, the Plague God has granted Epidemius the endless task of judging and recording the effectiveness of his deadly creations and the Nurgle's Tallyman, and his Nurgling assistants, constantly observe outbreaks and battles involving Nurgle's forces, carefully noting every last sore, pustule and plague unleashed on the mortal universe.


  • Evolving Attack: His Tally of Pestilence special rules provides buffs to nearby models based on how many Wounds have been dealt by Nurgle's daemons. By the end of the game, Epidemius and his bodyguards can be unstoppable.
  • Human Resources: All of Epidemius' parchment or ink is grown or secreted by his research assistants.
  • Too Important to Walk: As a mark of his rank, and so that he can concentrate fully on his important task, Epidemius is carried into battle atop a rotten palanquin borne by a tide of unusually serious Nurglings who also act as the Tallyman's assistants and bodyguards.

Horticulous Slimux, the Grand Cultivator

https://static.tvtropes.org/pmwiki/pub/images/rsz_horticulus.png

An ancient Herald of Nurgle, Horticulous has been the head gardener of the Garden of Nurgle for aeons, developing an affinity with the diseased flora that surround the Plague God's manse that is rivaled only by Nurgle himself. Although Horticulous would much rather spend the rest of his daemonic existing doing nothing more than tending to his master's garden, Nurgle highly values the skills of the Grand Cultivator and whether it is seeding outcrops of the Garden of Nurgle around Khorne's Brass Citadel or leading the Plague Legions in the material universe, the Lord of Decay always has work for his head gardener.


  • The Beastmaster: Horticulous is able to attract and command Beasts of Nurgle. The 8th Edition rules represent this with the Beast Handler ability that gives Beasts of Nurgle fighting alongside Horticulous bonuses in combat.
  • Fertile Feet: In a twisted version of the trope, Horticulous causes the diseased and mutated flora of the Garden of Nurgle to sprout in his wake whenever he walks the material universe. The 8th Edition rules represent this by allowing the Daemon player to add a Feculent Gnarlmaw to their army at the end of each Movement phase.
  • Meaningful Name: The name Horticulous sounds close to horticulture, fitting with his role as Nurgle’s Grand Cultivator.
  • Mix-and-Match Critters: Mulch is a snail-like creature with an ammonite shell and caterpillar-like prolegs.
  • Motivation on a Stick: Horticulous dislikes Nurglings and will often feed them to his mount Mulch. In order to get the daemonic mount moving at a reasonable pace he will often dangle a bound and struggling Nurgling from a stick in front of Mulch’s ravenous maw.
  • Oral Fixation: Horticulous’ model is chewing on a human bone in the same manner as a stereotypical country farmer chews on a stalk of wheat or corn. This is intended to strengthen the agricultural theme of Nurgle’s head gardener.
  • Shear Menace: Instead of a balesword or plaguesword, the traditional weapons of a Herald of Nurgle, Horticulous goes into battle armed with a pair of rusted and filth-covered lopping shears that are just as efficient at cutting up the enemies of Grandfather Nurgle as they are pruning his garden.

    Daemons of Slaanesh 

The Masque of Slaanesh, Eternal Dancer of Slaanesh

https://static.tvtropes.org/pmwiki/pub/images/adepticon2.png

"The players have come, the stage is set — let the arcane dance begin! There shall be voyeurs and artistes, supplicants and sacrifices, a role for everyone and everything. But alas, no survivors."

Once the most favoured of Slaanesh's handmaidens, the Masque was cursed by her capricious master after her misjudged attempt to brighten the mood of the Dark Prince after a humiliating loss was taken as mockery. Declaring that she should dance for all eternity, Slaanesh banished the Masque from his presence so that the daemonic herald now pirouettes and leaps across reality, entrancing all who see her until they are compelled to join her revelry. Despite her exile, Slaanesh still enjoys watching the Masque's performances, his fickle whims driving his former favourite to unsurpassed heights of acrobatic violence, such as during her invasion of Biel-Tan's Infinity Circuit.


  • Achilles' Heel: The compelling factor of the Masque's dancing doesn't work against Solitaires, as they are the only Harlequins that can take on the role of Slaanesh. A Solitaire defeated the Masque after a days-long dance combat because of this, freeing both the Harlequins and the audience she had ensnared.
  • Body-Count Competition: In order or manipulate him into destroying the seal on the Ursulia webway portal, the Masque challenged Skarbrand to a contest to see which of the exiled daemons could reap the most Eldar souls for their patron.
  • Dance Battler: The Masque, who used to be Slaaneshi's favourite dancer before slighting her lord and being cursed to battle for all eternity. She never stops dancing, but can still fight in close combat as normal.
  • Evil Counterpart: To the Eldar Harlequins, as she is a dark mirror of their techniques and purpose.
  • Magic Dance: The Masque has several options to choose from, which allow her to root an enemy unit in place with her Dance of Caging, foil an enemy's attempt at shooting with the Dance of Dreaming, or simply kill them with the Dance of Death.
  • Super Reflexes: She's so unnaturally agile that she can re-roll failed Invulnerable saves.

Doomrider, Daemon Prince of Slaanesh

https://static.tvtropes.org/pmwiki/pub/images/doomrider.png

"As I ride to war, the scent of death washes over me like the wind itself. All my senses come to life, and each kill becomes more exhilarating than the last!"

A mighty Daemon Prince of Slaanesh, Doomrider's origins are a mystery; all that is known for sure is that he was a former Chaos Space Marine. Riding a daemonic motorcycle that can fly through the air on flaming wheels, Doomrider can be summoned by Slaanesh's followers to run down their prey, but he is notoriously unpredictable and seldom stays on any battlefield for long.


  • Assassin Outclassin': The White Scars have targeted him for death and sent several Masters of the Hunt to take his head; Doomrider mounts their skulls on his bike.
  • Back for the Dead: He's the main villain in "Master of the Hunt" and is killed (well, defeated) by Kor’sarro Khan.
  • Badass Biker: Literally the Daemon Prince of them.
  • Drugs Are Good: Known to enthusiastically indulge even post apotheosis (when he presumably would not need to in order to achieve a high.) Memetic Mutation has him proclaiming his love of cocaine in a manner shared with Doctor Rockso.
  • Expy: At least in terms of his image. He's pretty much Ghost Rider in Power Armor.
  • Flaming Hair: The fandom wrote a song about it comparing Doomrider to Richard Pryor.
  • Four Is Death: Didn't go so well for him during the 4th hunt.
  • Joke Character: While appealing in concept, Doomrider had the "He Comes, He Goes" special rule that meant he had a 1 in 6 chance to disappear at the end of each turn. This included the turn he was summoned, potentially making him a complete waste of points.
  • Put On The Bus: His model is no longer sold, and he hasn't had rules since the 3rd Edition Chaos Codex.
  • Sword and Gun: Doomrider wields a daemonsword described in his Summoning Ritual as "throbbing" and a plasma pistol described as "pulsing" and "gushing".

    Daemons of Chaos Undivided 

Be'lakor, the Dark Master

https://static.tvtropes.org/pmwiki/pub/images/rsz_belakor.png

The first mortal being to be elevated to the position of Daemon Prince, Be'lakor gained favour with all four of the Dark Powers and was bestowed with daemonic power from all of them. Though immensely powerful, Be'lakor proved almost uncontrollable due to the conflicting natures of his multiple masters and soon the Gods turned their attentions to other mortals that they could solely control. Insanely jealous of the other Daemons and mortal Champions who have taken the favour of his patrons, Be'lakor has since dedicated his existence to undermining and thwarting the plans of those he sees as usurpers. Since the opening of the Great Rift, the Dark Master has been seen fighting alongside a number of Heretic Astartes warbands, including that of Abaddon himself, but what is plans are remain unknown.


  • Absurdly Sharp Blade: Be'lakor wields the Blade of Shadow, a monstrous weapon that continuously changes backwards and forwards between solidity and shadow, enabling it to slice through any armour. In the 8th edition of the game this is represented by the Blade of Shadow having the highest Armour Penetration characteristic of any Chaos Daemon weapon.
  • Canon Immigrant: Be'lakor began life as the Big Bad of the Warhammer Fantasy Gaiden Game Mordheim before being introduced into its parent game. Later, the Dark Master was introduced to the Warhammer 40,000 with his backstory rewritten slightly to fit the setting.
  • God Guise: Some Imperial Xenoarchaeologists have discovered ancient alien artefacts and pictograms depicting a being resembling the Dark Master ruling over and enslaving early galactic civilizations and during the period of Old Night as a daemonic god.
  • Intangibility: Be'lakor is thought to be able to turn his body into living shadow so that enemy attacks pass harmlessly through him. The 8th Edition rules represent this ability with the Shadow Form rule that gives the Dark Master a save re-roll.
  • Shrouded in Myth: Very little is known of Be'lakor's history, and much of what is could be suspect due the Daemon Prince’s predisposition towards lies, manipulation and secrecy.
  • Super Prototype: Be'lakor was the first and greatest Daemon Prince created by the Chaos Gods and was, at his height, so powerful that he was nearly impossible to fully control. Although his powers have been diminished since losing the favour of his patrons, Be'lakor is still counted as one of the most powerful Daemon Princes in existence, although his tabletop rules don’t quite represent this.
  • Unwitting Pawn: While he believes that his position as a Daemon Prince of Chaos Undivided grants him more free will than his younger fellows, the truth is that whenever he succeeds in defeating a follower of one Chaos God he is invariably fulfilling the plans one or more of the remaining gods, his own desire to prove his superiority blinding him to the restriction placed upon him at his ascension.


Top

How well does it match the trope?

Example of:

/

Media sources:

/

Report