
Not all daemons are quite as badass as these heavy-hitters, but they’re still the bane of anyone not playing Chaos. Though it can’t soak as much damage as other Greater Daemons, it’s easier to summon and just as terrifying to watch in action. These suckers have such long-range threat potential (especially when charging enemies) that you can burn through units of enemy infantry before your opponent can maneuver around it. Unlike a Great Unclean One, the Keeper of Secrets moves fast.

He moves like a garbage bag filled with pancake batter, but once he gets into melee range, things shift from “Wow, that’s a particularly ugly pile of horse manure” to “Dear God, I have summoned an industrial-strength meat grinder with no off switch.” In addition to dishing out obscene damage, he’s incredibly difficult to kill and packs some nasty psyker powers. It also has the potential to straight-up ignore enemy damage due to Tzeentch’s love of invulnerability saves, so enjoy watching your opponent waste their firepower on your nigh-unkillable sorcerer abomination-thing. This chicken-faced monstrosity is a Lord of Charge, and it’s a beast when it comes to bringing psyker fury down on anything and everything, not to mention stopping other players from casting their own spells. Like Imperial Knights (keep reading), they’re terrifying, but not invincible. Though Bloodthirsters have a stupid amount of wounds and great damage output, their huge size and the fact that they usually need to get up close and personal means they make for big targets on the board. Bloodthirsters actually come in three flavors, so you’ll have a chance to pick the right one to wreak the most havoc. He likes to immediately get into melee range and turn his enemies into a fine, red mist. Here are some of the all-stars for each Chaos Faction–the Greater Daemons. A lot of them have unique abilities, too–and they can be doozies. One of the hallmarks of Daemons is an Invulnerability Save, which gives them a chance to just shrug off damage. The better ones can take a lot of damage, dish out a lot of pain, bring hardcore psyker abilities to the table, or a combination of all three. If you want to learn more about that, you can check out this article I wrote about the magic of Warhammer 40K.ĭaemons are generally fun to play with and terrifying to deal with. The Warp is influenced by the emotions, thoughts, and desires of the galaxy’s many species, and since there’s only war, cruelty, and death in the grim darkness of the future, that means the Warp is basically a roiling hellscape filled with beings who personify fear, deception, and rage. In the lore, daemons are denizens of the Warp, the pseudo-mystical dimension that underlies reality. If you’re lucky, you get to slam a big, fat Greater Daemon on the board and start turning your opponent’s day into a grade-A shitstorm. If you’re playing a Chaos faction, the highlight of your day is probably summoning up a nice, spicy Daemon unit or two. Pictured: Genestealer Brood Brothers Chaos Daemons The Genestealers fill a very important role in Warhammer 40K by allowing Tyranid players to pretend that anyone would want to be friends with them. The former are a special species of Tyranid that are sent to infiltrate society and begin producing human-like offspring, while the latter are groups of humans that have begun worshipping the Tyranids as gods and become genestealers through infection by another genestealer. There’s actually two sides to the Genestealers: pureblood Genestealers and Genestealer Cults.
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Genestealers are the secret Communists everyone was afraid of during the Cold War: they sneak into manual laborer jobs in the Imperium (sometimes even the Imperial Guard) and quietly sabotage everything they can until it’s time to overthrow the planet in the name of their Tyranid overlords. Here’s a general overview of what you’ve got to work with. If you’re really in love with some of these factions (like Chaos Daemons), you can build whole armies based on them, though some require higher learning curves and allies of their own.

Some of these factions are like rare seasonings that you sprinkle into your army (like agents of the Officio Assassinorum), while others are ghost peppers that become the centerpiece of your whole force (like an Imperial Knight). Luckily, Warhammer has a whole host of smaller factions that can spice up your main army. Either way, most armies benefit from having some allies outside their faction. In the case of Orks, it’s probably because they’re a mob of Cockney psychopaths who eat paste and mutilate corpses. Others, like the Orks, don’t really have natural allies among the main factions. Some Warhammer factions play nice with others, like the Space Marines and the Imperial Guard.

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Aaaand we’re back with more Warhammer! Be sure to check out Part 1 and Part 2 to get the full picture.
