D6 Roll | Result |
1-2 | The daemons recognise their rivals and are overcome with rage. Immediately move the daemon/unit towards its rivals so that it charges and engages them in hand-to-hand combat. Move the unit/daemon regardless of whether it would otherwise be able to cover the distance to its rivals - their mutual magical antithesis draws the rivals together. The rival daemons will fight each other in hand-to-hand combat that turn and continue to fight each other in following turns. Fighting will only stop if the Chaos player rolls a 5 or 6 at the start of one of his subsequent turns. Daemons will not flee from a combat when fighting against rivals in this way, so no Break test is necessary. Once they cease fighting the rivals are moved apart but may not move further that turn and so may not charge an enemy that turn either. If rival daemons are charged by enemy while fighting each other they will ignore their attackers altogether unless they are also daemons in which case they may fight as normal. |
3-4 | The daemons are unsettled by the proximity of their rivals, shouting and screaming in an outrageous manner. The daemon/unit will not move or do anything else this turn, but otherwise they are unaffected and will fight back if attacked in hand-to-hand combat. |
5-6 | The daemon/unit tolerates the presence of its rivals. Continue normally with no further effect. |
Source: Warhammer Fantasy: 5th Edition
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Parent:Special Daemon Rules