The original Daemonlist is:
Daemonic Instability.
At the start of the player's own Command phase, before making any initiatives moves, all Daemon units that have taken at least 1 casualty (ie lost at least one stand out of 3) must make a 'daemonic instability' test. Roll a D6. If the unit has lost 2 stands (ie has only 1 stand remaining from 3) deduct 1 from the roll.
0-1 The unit is destroyed - the daemons fade way and are absorbed back into the realm of chaos from which they came. If a character is with the unit it is destroyed too.
2-3 The unit becomes Confused - if not already Confused the stand becomes Confused as it is torn between this world and the next.
4-5 No effect - unless the unit is Confused in which case it ceases to be Confused as it is favoured with the invigorating power of chaos.
6 Replace a stand - daemons pour from the chaos void to reinforce their brethren - replace one of the casualty stands - a unit with 2 stands now has 3 stands again.
The Daemon Tournamentlist is:
Daemonic Instability.
At the start of the player's own Command phase, before making any initiatives moves, all Daemon units that have taken at least 1 casualty (i.e. lost at least 1 stand out of 3) must make a 'Daemonic Instability' test. Roll a D6. If the unit has lost 2 stands (i.e. has only 1 stand remaining from 3) deduct 1 from the roll.
0-1 The unit is destroyed - the daemons fade away and are absorbed back into the Realm of Chaos from which they came. If a character is with the unit it is destroyed too.
2-3 The unit becomes confused - if not already confused the stand becomes confused as it is torn between this world and the next.
4-5 No effect - unless the unit is confused in which case it ceases to be confused as it is favoured with the invigorating power of Chaos.
6 The unit feels the power of the gods. As a result it attacks the closest enemy within initiative range. If there is no enemy in initiative range the unit ignores command penalties for the lost stand till its next turn.
The WMR Daemonlist is:
Daemonic Instability.
At the start of the player's own Command phase, before making any initiatives moves, all Daemon units that have taken at least 1 casualty (i.e. lost at least 1 stand out of 3) must make a 'Daemonic Instability' test. Roll a D6. If the unit has lost 2 stands (i.e. has only 1 stand remaining from 3) deduct 1 from the roll.
0-1 One stand is destroyed - the daemons fade away and are absorbed back into the Realm of Chaos from which they came. Remove one stand form play. If a character is with the unit and the last stand is removed the character is destroyed too.
2-3 The unit becomes confused - if not already confused the stand becomes confused as it is torn between this world and the next.
4-5 No effect - unless the unit is confused in which case it ceases to be confused as it is favoured with the invigorating power of Chaos.
6 The unit feels the power of the gods. As a result it attacks the closest enemy within initiative range. If there is no enemy in initiative range the unit ignores command penalties for the lost stand till its next turn.
It was agreed that the original Daemonic Instability was way to strong. (The Tournamentlist is better over all)
But the trouble with the Tournament Daemonic Instability is that on a change of 1/6 your unit is just gone and because of this sometimes your Breakpoint.
But because the Daemonic Instability is kind of fluffy it was changed to lose another stand rather than the whole unit.