Thursday, February 28, 2013

Finalizing my Demons list

Time to finalize.

Now that we know what the Banners and Icons do, I think it's time to finish off this army list with some stuff. I've definitely decided to go with a pure Slaanesh and Tzeentch army, and kept only the units I liked visually. Honestly, when playing Daemons, I don't think you can take things too seriously with so many random effects going off left and right.  I think this is going to be a very good book, although the first couple of tidbits made us all very worried.

Here is what the list looks like currently:


1992

HQ:
Lv.3 Telepathy Keeper of Secrets = 270
2 Greater Gifts, 1 Lesser Gift

Lv.3 Divination Herald of Tzeentch = 120
Disc

Herald of Slaanesh = 85
1 Lesser Gift, Exalted Locus

Herald of Slaanesh = 85
1 Lesser Gift, Exalted Locus

Masque of Slaanesh = 75

TROOP:
20x Daemonettes (Slaanesh Banner, IoC) = 210
20x Daemonettes (Banner, IoC) = 190
10x Daemonettes = 90
10x Daemonettes = 90

FAST ATTACK:
9x Screamers = 225

ELITE:
9x Flamers of Tz (Pyrocaster) = 212

HEAVY:
Tz Chariot (Blue Horror) = 110
Tz Chariot (Blue Horror) = 110
Tz Chariot (Blue Horror) = 110


Other possible units to add and try:
20x Seekers of Slaanesh, Slaanesh Banner, Instrument of Chaos
led by a Herald on a Seeker, with Seduction and an lesser gift

What do you guys think of the list?  Any suggestions on what I can add/try?

Wednesday, February 27, 2013

Building Demons - Thinking Outloud

Shit just got real man.

If you guys saw my last brainstorm, you'll know that before I saw any rules/points, I already had an idea of what I want.

Here is what I wrote previously:
  • The army will be led by a Keeper of Secrets.
  • The army will also have a Lord of Change if I like the rules, or just two smaller heralds.
  • The army will have several units of Daemonettes - I was thinking maybe 12 in each squad; 6x2.
  • The army will also have 12 Seekers.  Love the models, the style, looks good man.
  • The army will have 9 Flamers of Tzeentch.  Love the models, the rules look good too.
  • The army will have 6 Fiends of Slaanesh.  The models are great, the rules are great, they definitely scream Slaanesh like crazy.
  • The army will have 3 Burning Chariots of Tzeentch.  Why?  Because I am in LOVE with the models.  Plus I hear they're the best anti-tank in the army.
Now that the rules are here, let's revisit the army with the new rules.

The army will definitely have a Keeper of Secrets still, even though the Lord of Change seems like an extremely potent choice.  Let's go over the two and compare them:


Keeper of Secrets
170 points
Monstrous Creature, Daemon of Slaanesh (Rending, Fleet, +3" Run)
WS9 BS6 S6 T6 W5 I10 A6 Ld. 9
Psyker 1
Preferred Enemy Eldar/Dark Eldar
Can get psyker level 3 for 25 points each
Can roll on Slaanesh lore and Telepathy
Can take 50 points in gifts: Lesser is 10 points, Greater is 20 and Exalted is 30.

Lord of Change
230 points
Flying Monstrous Creature, Daemon of Tzeentch (Re-roll failed rolls of 1)
WS6 BS6 S6 T6 W5 I6 A5 Ld. 9
Psyker 2, can buy Lv.3 for 25 points
Can roll on Tz lore and Divination
Can take up to 50 points in gifts just like the KoS

If I were to make a decision now, I would say the Keeper of Secrets.  WS9 is brutal in close combat and I10 means you're going before anyone else.  Telepathy is also super good with Slaanesh, in both fluff and in terms of Psychic Shriek (Primaris), Invisibility, Puppet Master, and Halluncination.  The only sad part about is that it only has a 5++ as a save, T6 and W5.  To kite him out, I'll probably go +100 points for Lv.3, 2x Greater Gifts and 1x Lesser.  In fact, I don't think I'll ever go anything different than 2x/1x Greater/Lesser gifts simply because the defensive bonuses from the Greater gifts are just so desirable over anything else.  I mean, come on, T7 KoS or Lord of Change with It Will Not Die?  3+ armor save?  FNP 4+ or re-roll invul?  Even the 18" S8 AP1 Assault 1 Lance with a BS6 KoS/LoC is great.  Lastly, the close combat attacks having Armorbane and Lifebane is just silly.  Hands down, the greater gifts are the best.

Just because I chose a 270 point Keeper of Secrets, the Lord of Change is a great buy too.  If he takes a 10 point Lesser gift and go with the weapon, he automatically gets a +2S staff that has Concussive, instantly making him S8 who attacks at I6, has WS6 and 5 MC attacks.  Some say this is even better than a BT!  What really makes him stand out is that he's flying and automatically gives him the needed resilience over a Keeper.  In short, I would make a Lv.3, pick up the Primaris on Tz and 2 more powers from Divination.  Defensive Greater gifts is a must, and so is that Lesser Gift staff that makes people explode.  As of now, he comes out to be 305 points.

As for Heralds, I'm looking at a couple right now.

Actually, it's exactly a couple since I chose to align myself to Slaanesh and Tzeentch.  Here's how they'll be kited out:

Herald of Tzeentch
Lv.3 Divination, Disc
Comes out to 120 points, or 145 for a Chariot

Gains T4, Jetbike, is a Lv.3 Psyker that's fast and can keep up with a faster army.  Buffs all over the place, Prescience, hoping for Misfortune, or gives a beloved 4++ that's missing army-wide (save Fateweaver).  It just seems to be the best use of points for someone like that.  Honestly, he's a BA Libby on crack, that spreads LoS and allocation goodness to Flamers, which I also plan on taking.  If he rides in the Chariot, great, a few more points gives him AV10 on all sides, 3 hull points, and an all important Faster, Skimmer option that allows for faster flying, protection, and a 5+ Jink save.  Divination is amazing, and I can't see this army running without some bird/moon faces.

Herald of Slaanesh
Presence of Seduction
30 points in gifts right now, but this will drop if Presence costs points
Let's just say this is 75 points right now on foot, 90 on a Seeker.  If you know anything about me, you'll know that I'm all about fast, fragile, CHEAP, but deadly ICs aka Succubi.

What's amazing about the Presence of Seduction is that your entire unit re-rolls to hit.  Have her hang out with a unit of 20 Daeonettes and watch your opponents sweat as no one wants to take 61 WS5 S3 Rending attacks that re-rolls to hit in close combat.  Presence states that she must challenge right?  That's fine.  The reason why that's fine is because she can pick out who she wants to fight.  Beefy IC hanging out with a squad that has a Sarge with PF?  I'll take the Sarge.  With 30 points worth of gifts, she can easily obtain a +1S AP2 Master-Crafted weapon.  The Herald already has WS7, I7, S4 and 4 attacks, and with that kind of weapon, I'm fine with when taking challenges.  You put the girl on a Seeker and she's only going to get better.  That's +1A for this fine lady, gains Cavalry, Outflanking and Acute Senses.  Suit her up and take her with a bunch of fast ass Seekers that have 3A each and you're good to go.

Now that that's done, it's important to know that each HQ slot can give you 4 Heralds.  That's 8 total if you want, and all of them are quite good.  The Nurgle Herald is just fantastic and the Khorne one is no slouch.  But like I said before, I'm dedicated to this Slaanesh/Tzeentch army.

Alright, now looking at the core of the army, what do I have?

I'll tell you what:  An epic ass ton of Daemonettes.
Let's take 2 units of 20, and give them an Icon.  Let's just pretend it's 10 points right now since we don't know.  That's 9x20 + 10 or so, so let's pretend they're 200 points.

200 points buys you 20 Daemonettes, which is a ton more bodies for the points you were spending before.  They lose grenades, but gain some pretty ridiculous benefits with the Herald.  Total with the Herald, it's 275 points for these ladies and I think I'll be taking 2 of these.

TROOP:
20x Daemonettes (Stuff) = 200
20x Daemonettes (Stuff) = 200
6x Daemonettes = 54
6x Daemonettes = 54

Total: 508

I'm honestly thinking about running smaller MSU units of 6x Daemonettes and just having them hold ground. If you think about it, they don't care if they get shot at because they're 1. not going to run, 2. don't care about morale, 3. will soak up shots if they get fired upon aka target saturation, 4. you can always DS them and run 'em to claim objectives.  With a +3" to run, they might as well be moving normally while ignoring difficult terrain as soon as they come down.

Lastly (for now), we have the Seekers.  They're Cavalry, 12ppm, and come with Outflank and Acute Senses.  The biggest draw here is that they're 12 points man, with Outflank.  Sure, they can't charge on the turn they come in, but 20 of these on your flank equates to 80 WS5 S3 Rending attacks at I5.  For 240 points.  TWO-FORTY.  This is not even including the Herald which can join them and make them all all re-roll hits.  When you have something like that in your opponent's mind, the amount of sick mind games is just out of control.  The best part?  Cavalry rules, with Slaanesh fleet that gives +6" more, and Rending Hammer of Wrath before you even start swinging.

Let's go with 20 Seekers for now for 240.

OK, so now that that's out of the way, let's look at Flamers.  The big surprise here, is that their weapon has now changed to S4 AP4 Warpflame.  Warpflame means if anyone takes an unsaved wound from the attack, take a toughness test.  If you fail, you take D3 additional wounds with no armor or cover saves.  But you pass, the enemy who just passed gains +1 to their FNP.  Units without FNP gets a 6+, and units with it gets improved by +1.  Kinda eh.. but it's similar to the Warriors of Chaos change to show that Tzeentch is fickle.

Flamers kept their WD stats and points, but they now shoot out S4 AP4 templates instead of auto-winning everything in life.  This keeps their role to be anti-infantry, and makes them much more effective vs. T3 and lower.  And you know what?  I will be keeping in the army regardless because I like their rules.  They will be held in reserve and ready to pounce once the field is secure.  If my guess is correct, they will be 217 points provided the Champion costs 10 points to buy.  Always buy the Champion now, it gives you the ability to play LoS.

So that's 217.

What about Fiends?  What's changed with them?
Well, the big ones here is that they're no longer S5, but gain a wound.  That makes them 3W models now.  WS4 and A3, but the big one here is that they get new special rules.  What is that exactly?  Well, models in base contact with them have their Initiative reduced by 5.  That basically screams, NO, I'm going first.  Another thing about them is that they have a 12" aura that decreases enemy psyker leadership by 1.  This combos with another piece that I'll reveal in a little bit.

Overall, they went up 5 points and have cool new rules.  Still S4 Rending with 3A each, but nowhere near as dominate as they were in the past.  How I feel about them is a little iffy, mainly because I6 is fast enough to go before anyone else, and that I'd rather see higher S rending attacks in its place.  The fact that they don't have plastic models (yet) puts them on a maybe for me.

What I will buy an ass ton of are the new Chariots of Tzeentch.
This is what we know about them:
AV10 all around, Open-Top, Fast, Skimmer, Chariot
2 kinds of attacks:  S5 AP3 Torrent, Warpfire, or D3 S9 AP2 with 18" range at BS4.  Both attacks have Warpflame.  The Exalted Flamer dude has 3W.
From what I read in the rumors, the Screamers weren't changed at all, so this Chariot also comes stock with 2 Screamers and their armorbane attacks.  Now I'm not sure on this so don't quote me yet, but it seems like this is the case.
This guy comes in at 100 points even, with a Blue Horror upgrade that gives -1 Ld for every enemy unit within 6" for 10 points.  I think this is almost mandatory to have.

What you have here, is a Dark Eldar Ravager on crack.  It's a little fickle because of the D3 S9 shots, but it's flexibility is what's amazing.  S5 AP3 Torrent is a great way to light something up; move 12", extend 12" and pull out your flamer template.  That's something that can reach out and hurt someone really bad, ignoring cover saves while you're getting a lovely 5+ jink.  The -1 Ld is just a great upgrade as it allows you to leadership bomb someone hard enough provided all of them rush forward and turbo-charge.  You can relocate to somewhere rapidly, maybe not firing but hanging out with Fiends while he Psychic Shrieks some Psyker in the face.  Who knows, it's funny, and possibly effective if the right situation calls for it.

Now that I'm thinking about it, I think I'll drop the Fiends and get some Screamers.  Those things are kinda vicious, especially if nothing has changed about them.  Now that Tzeentch has access to Divination, you can imagine the craziness.

THREE TZ CHARIOTS NOW = 300

Let's total it up for make-shift army list:

Keeper of Secrets = 270
+100 points worth of shit, Lv.3 Telepathy

Lv.3 Divination Tz Moontrollface on Disc = 120
Herald of Slaanesh on foot, 30 points of gifts = 75
Herald of Slaanesh on foot, 30 points of gifts = 75
Herald of Slaanesh on Seeker, 30 points of gifts = 90

HQ TOTAL: 630, seems legit, or standard in Daemons


TROOP:
20x Daemonettes (Stuff) = 200
20x Daemonettes (Stuff) = 200
6x Daemonettes = 54
6x Daemonettes = 54

TROOP TOTAL: 508, fuck Horrors, they blow

FAST ATTACK:
20x Seekers = 240

ELITE:
9x Flamers + Champ = 217

HEAVY:
3x Tz Chariots with Blue Horror upgrades = 330
110 ea


Grand Total:
1925, just below the 2K I was shooting for.

Oh, shit, forgot Fiends or Screamers.  A unit of 9x WD Screamers is 225 points.  That means I can afford to drop the Herald on Seeker for 90 points to spend on the Masque or something, save 15 points, take Screamers instead, and float 100 points for something else.

OR, I can drop the Flamers maybe, since I already have S5 AP3 Torrent flamers and a bunch of face-raping Daemonettes who's hungry for blood.  Hmm... good idea, let's see what that looks like:

1995

HQ:
Lv.3 Keeper of Secrets = 270
2 Greater Gifts, 1 Lesser Gift

Lv.3 Divination Herald of Tz = 120
Disc, hangs out with flying skysharks

Herald of Slaanesh, 30 point of gifts = 75

Herald of Slaanesh, 30 point of gifts = 75

Masque of Slaanesh = 75

TROOP:
20x Daemonettes (Icon) = 205
20x Daemonettes = 180
6x Daemonettes = 54
6x Daemonettes = 54

FAST ATTACK:
9x Screamers = 225
10x Seekers = 120

ELITE:
9x Flamers of Tz (Pyrocaster) = 212

HEAVY:
Tz Chariot (Blue Horror) = 110
Tz Chariot (Blue Horror) = 110
Tz Chariot (Blue Horror) = 110

OK.

What you have here is a work of art.  I dropped all upgrade options on one of the Daemonette blobs and brought the Seekers down to 10.  Sure, you don't have as much of a presence, but they're still dangerous if you make them out flank.  Because I'm not taking so much, I decided to add the Masque.  Now, she can be really deadly if used right with her 3 new dances, so make sure you check those out in the rumors and see.  The added Screamers give me an anti-vehicle and anti-Terminator unit, cooped with a Divination Herald, it can make for some really silly shit.  Especially since they all move at the same speed because they're Jetbikes.  Prescience on a unit of Screamers?  Good fucking lord.

I kept my Flamers because I have a soft spot for them and they give me great templates upon templates.  This coupled with my Tz Chariots that gives me more templates upon templates and I'm looking at an army that's great in CC, great in speed, a lot of board presence, a lot of anti-everything, and absolutely NO ANTI-AIR.  Why?  Because I hate the Soul Grinder and I don't give a fuck. Maybe replace Seekers with Fiends, who knows?

GG all.  HERO out.

Tuesday, February 26, 2013

Finally, solid Demons info

TALK ABOUT RANDOM!@^#


Will be updated as we go!
UPDATED: 12:00 PST 2-28-13

Some info on Icons and the Blue Scrubes:

Icons and Banners act like homing beacons for deep striking units.

If the icon and deep striking daemon(s) are from the same deity, they don't scatter within 6" of the icon.
If the icon and deep striking daemon(s) are from different deities, the deep striking unit (when aiming for a spot within 6" of the icon) only scatters 1D6" instead of 2D6"
If one of the units (icon or deep striking) hasn't got the Daemon special rule, the icon has no effect whatsoever.

Standard icon costs 10 points, +10 points for a god specific icon.

There are several different icons for the different gods:

Khorne: Unit may attack 6+D6" (once per game)
Tzeentch: Inflicts 2D6 S4 AP- hits to a unit you shoot at (must declare before; once per game)
Nurgle: All attacks count as Poison (2+) (must declare before close combat; once per game)
Slaanesh: In close combat: takes D3 WS from enemy units in combat; Slaanesh units are immune (once per game)

Instruments have two purposes:

1) If a unit with an instruments comes into game via reserve, you can immediately get another daemon unit out of reserve (they don't have to roll)
2) If you roll on the warpstorm table and get e.g. the result where Khorne attacks Slaanesh units, you may re-roll ONE DIE that could be harmful for your Slaanesh models PER instrument of Khorne in your army and on the table (and of course in any other god combination, too).

Instruments of Chaos cost 10 points.
You place a magic marker next to them each time a psyker on the board successfully casts a spell. At the beginning of you turn you throw a D6 for each marker. For each 6 a single friendly psyker within 12" of the Blue Scribes gains a warp point. Then the magic markers are removed.

Also, at the beginning of your turn you choose one of the magic disciplines from the rulebook and throw a D6. The result cannot be swapped for the primaris power. The spell is then cast without a psychic test and it doesn't need warp energy (don't know the correct English terms).

Costs 9x9 = 81 points
War Lord Table:
1)Warlord gains Instant Death USR
2)Warlord and his unit gain Hatred (Everything) USR
3)As long as the War Lord is alive, your opponent test for Fear at -1 LD
4) As Long as the War Lord is alive, units within 12” of the War Lord may re-roll Daemonic Instability
5) As long as the War Lord is alive, you may re-roll results on the Warp Storm Table
6)Units with the Daemon USR may Deep Strike within 6” of the War Lord without scatter.
lesser/greater/exhaulted locus is 10/20/30
Lastly, the Chariot does not have Screamer attacks:

no, no screamer attacks. the flamer however can attack.



Lesser Gifts:
1: burning blood. each time you take a unsaved wound the enemy that caused the wound suffers d3 s 4 hits with ds 5. no cover saves allowed. those wounds count towards the combat result
2: cleaving strike: each hit on a 6 causes the daemon to strike with double strength (max 10)
3: corrosive breath : flame : s 5 ap 5 assault 1 armorbane
4: spellbreaker: the daemon got the rule adamantium will
5: warpbreath: 18" s 8 ap 4 assault 1 soulblaze
6: warpstalker : the daemon and his unit get +1 on reserve rolls..

you may also decide to change your roll for the 
0: magical weapon. the daemon gains a aetherblade (s user ap 2, mastercrafted specialist weapon). 
daemons of khorne may take a bloodaxe ( s user ap 2 instand death on 6's specialist weapon), 
daemons of tzeentch a stave of change (s+2 ap 4, concussive, specialist weapon. warpcurse: a model slain by the user of this weapon explodes and hits every unit within 6" inculding the user of the stave for d6 s 5 ap - hits) , 
daemons of nurgle a mace of pestilence (s+1 ap - specialist weapon, disease: for each unsaved wound the model has to make a toughness check or suffer another wound without armor/coversaves)

daemons of slaanesh a ghostreaver sword. ( s user ap 5 rending, specialist weapon, ghostreaver: same as the nurgle one but initiative test)

Greater Gifts:
1: corpulence : the daemon got +1 toughness and the special rule it will not die
2. daemonic toughness the daemon got the special rule feel no pain (4+)
3. dark blessing: the daemon may reroll failed invul saves
4 hellfiregaze : 18" s 8 ap 1 assault 1 lance
5 touch of decay the close combat attacks of the daemon got armorbane and lifebane
6 unbreakable skin, the daemon gets a 3+ armor save.

and the 0 if you decide for it:

mighty magical weapon:
you gain a mighty aetherblade (s +1 ap 2 mastercrafted, specialist weapon

daemons of khorne may take a bloodblade: (s user ap 2, specialist weapon, unwieldly, bloodthirst: the wielder gains the special rule rampage
daemons of tzeentch may take the mutating warpblade (s user ap 3, specialist weapon, warpmutation: a character slain with with weapon becomes a chaos spawn on a 2+
daemons of nurgle may take pestielnce sword (s user ap - poison 4+ instand death. specialist weapon, rustbreath: every armor pen throw of 6 is automatically a glancing hit if it wouldnt be a penetrate allready)
daemons of slaanesh may take whip of despair ( 12" s user ap - assault 2w6)

Exalted Gifts:
1: blessed twice: roll twice again on this chart. reroll another 1. xou apply both results without further costs
2: riftbringer: at the end of close combat phase in wich the daemon caused at least 1 unsaved wound you roll 2w6 and add 1 for each 3 unasved wounds the daemon caused. is the sum is 9 or higher a new unit of daemons will be created like the warpstorm table result number 12
3: souleater: at the end of the close combat phase, if the daemon caused at least one unsaved wound you roll a d6. on a 2+ the daemon gains another lifepoint (and may go up to 10 lifepoints)
4: unholy rage : the daemon gains the special rules rampage and rage
5: warpflame. the first time this daemon is slain dont remove him from the game but take him from the table instead. the daemon may come back from reserve with 1 wound remaining.
6: winds of chaos : 24" s 2w6 ap 4 assault 1 3" explosiv. fluktuation : roll the strenght after caling the target, if its 11 or 12 its counting as s10 but is a 5" blast instead of 3"

and the 0 again:
the daemon may take a hellforged artifact of his choise from the armory.. note that these are uniqe and only once taken:

eternal blade: s +1 ap - specialist weapon, honorseeker: at the beginning of the assault phase in wich the wielder is bound to roll a d3. the result will be granted to the wielders WS, initiative and attacks.

grimoire of true names: you may use it at any time in your movement phase. the target hast to be within 24" and at least one model with the special rule daemon has to be within the unit. 
is the unit a enemy it has -1 on reserve rolls. is the unit a friendly unit roll a d6. on a 1-2 the all models in the unit (except the user) with the special rule daemon suffer -1 on the reserve rolls. if you roll a 3+ all models with the rule daemon have +2 on their invulnerable saves until your next turn.

portalglyph: may be used once per game. you may place it in the movement phase (does not matter when) place a 3" blast within 12" around the user. and let it scatter 4d6. if the marker goes off the board or cannot be placed it will move the distance so it can be placed (droppod) after that its a vehicle with the following profile : bs 0 12/12/12 hp 1

after placing the portalglyph you roll a d6 at the end of your movement phase. on a 4+ a new unit of d6 daemons (of your choisem horrors, daemonettes, plaguebearers or bloodletters) the unit got no upgrades but counts as a normal unit of its type.

the stone of the damned: at the beginning of the assault phase. every enemy character models that are not daemons have to make a ld test. if it passes, nothing happens. if it loses. the model has -d6 on his ld value. if a model goes below 0 this way. it gets removed instantly without saves allowed.

Psychic Powers
Tzeentch: primaris: 24" s 5 ap 4 assault 2d6, warpflames, soulfire. 1 warpcharge.
for each additional warpcharge you gain a additional d6
1-2: 24" S d6 +1 assault 1 3" explosive, warpflames
3-4: 24" beam s d6+4 ap 2 assault 1 warpflames
5-6: witchfire: 18" s d6+4 ap 1 assault 1 explosive 3" warpflames.

Nurgle:
primaris: witchfire : flame s - ap 3 assault 1 poison 4+
1-2 : witchfire, 12" s 1 ap 2 assault 1 5" blast 4+ poison.
3-4 : blessing, the psyker gains at the beginning of each assault phase a d3. all enemys in base contact have the score reduced on their WS and initiative
5-6 : nova: every enemy within 12" has to do a toughness test or suffer a wound without armor or coversaves allowed. if the unit loses a model it has to do another toughness check and so on and so on.

Slaanesh
primaris : beam ; 24" s 6 ap - rending assault 1
1-2 : malediction, a enemy within 18" has -5 initiative and can not use the special rule counter attack nor can it overwatch
3-4 : 24" focused witchfire. enemy has to do a leaderchip tests or takes a wound without armor or coversaves allowed. if the model dies you nominate another random model in the unit. and so on and so on....
5-6 : nova : 12" every enemy has to roll 2w6 on and take the ld of the result. for every point remaining on this roll the unit suffers a wound without armor or cover saves allowed. after that the units have to do a pinning test- 

Banners
horrors can for additional 20 points get the banner of curse... wich once per game causes a additional 2d6 s 4 ds - hits to any unit hit.

nurgle banner is :once per game all models in the unit have poisoned weapons 2+

slanesh: every enemy in base contact with the banner has -3 ws

Skarbrand
ws 10 bs 10 s 6 t 6 w 5 i 10 a 6 ld 9 sv 3+
every unit (friend and foe) within 12" have rage and hatred (everything!)
got a s 5 ap - flamer...
his weapons 
murder : s user ap 2 lifebane
deathstrike s user ap 2 armorbane
225 points. his warlord trait is the all attacks cause instant death.

Bloodthirster
250pts
ws 10 bs 10 s 6 t 6 w 5 i 9 a 6 ld 9 Sv 3+ 
axe of khorne (instantdeath on 6s)
whip of khorne ( 12" s 6 ds 2 assault 1)
may take up to 50 points in daemonic gifts. 

Skulltaker
100pts 
ws 9 bs 9 s 5 t 4 w 2 i 9 a 4 ld 8 sv3+
always has to accsept and issue challenges. 
got eternal warrior and his sword is 
s user ap 3 soulblaze and kills on 6's
comes with the adamant will presence.
may take a jugger for 45 points

Karanak 

120pts 
ws 7 bs 0 s 5 t 5 w 3 i 6 a 4 ld 6 sv 6+
before placing the armys on the board nominate his prey(character). as long as this model is alive karanak rerolls all to hit and to wound rolls against the prey and its unit
got the rage presence from the start. 

Flesh Hounds
16pts
ws 5 bs 0 s 4 t 4 w 2 i 4 a 2 ld 7 sv 6+/5++
scouts
collar of khorne: +2 on deny the witch rolls.

Khorne Herald
55pts 
ws 7 bs 7 s 5 t 4 w 2 i 6 a 3 ld 6 sv 6+
30 points into gifts
lesser presence of stubborness (may misstranlate here): 10 points the model and his unit have adamantium will
presence of rage : 20 points the model and his unit gain rage
presence of wrath: 25 points the model and his unit got hatred (everything!)
may take a juggernaught 45 points or a 
Juggernaut ; +1 t +1 w + 1 a and becomes cavalry.
bloodthrone for 75 points
  
Bloodthrone
bs 0 12/12/10 3 hullpoints.
if the bloodthrone causes at least one hammer of wrath wound he regains a hullpoint on a 4+

a herald on a bloodthrone brings his presence to every khorne unit within 6" instead of only the unit he is in.

open topped transport but can only carry the herald

Bloodcrushers
ws 5 bs 5 s 5 t 4 w 3 i 4 a 4 ld 7 sv 6+ 
hellblades. and they cost 5 points more then currently.
cavalry 

one may become a bloodhunter for 5 points gaining 1 attack and can take up to 20 points in gifts.
may take instrument, icon and banner.  


Bloodletter
10pts
hellblades - ap 3.
WS 5 bs 5 s 4 t 3 w 1 i 4 a 1 ld 7 sv 6+
one may be a hellfighter with the possibility to get up to 20 points in rewards.

one may take instrument of chaos 10 points, (if you deepstrike this unit you may nominate another unit of the same god to deepstrike right after them without reserve roll. in addition the warpstrom table roll of the same god wich wipes on the opposing god you may reroll the d6 if the unit is hit.

one may take ikon of chaos 10 points and may (still a homer but only works for units fo the same god) upgrade that for banner of blood for 10 points. ( the unit may once per game assault 6"+d6 instead of 2d6. 

Ku'gath
260pts
ws 6 bs 3 s 6 t7 w 7 i 4 a 6 ld 9

still got his 4+ pieplate but its ap 3 now. 
psyker level 1
and can heal 1 w per turn on a single unit of nurglings...

Great Unclean One
190 points
ws 6 bs 3 s 6 t 7 w 6 i 4 a 5 ld 9
psyker level 1
poison (4+)
cann roll for pestilence and biomancy. may be upgraded up to psyker level 3 for 25 pts per level.
may take 50 points of lesser, mighty and exhalted gifts. 

Nurgle Herald
ws 5 bs 5 t 5 w 2 i 4 a 3 ld 8
45 points. may take up to 30 points in gifts.
may be psyker up to level 2 for 25 points each.
may take presence of virulence: 10 points the model and its unit got poison 2+
presence of fertility 20 points the model and its unit gain feel no pain.
presence of affliction. 25 points. the model and his unit gains for every 6 on the enemy's to hit rolls instantly attack with s4 ap - and poison 4+ (next to the normal attacks)
palanquin 45 points: gains +2 w +1 a and is bulky.

Plague Drones
42pts (9 max)
can get the 3+ poison for 5 pts per model 
can also get instant death attacks for 5+ per model

Plaguebearer
9pts 
ws 3 bs 3 s 4 t 4 w 1 i 2 a 1 ld 7
daemon of nurgle so really they are shrouded... but no fnp nor t 5

Nurglings 
15 pts
ws 3 bs 3 s 3 t3 w 4 i3 a 4 ld 7
infiltrators

Fateweaver
300pts
ws 1 bs 6 s 5 t 5 w 5 i 2 a 1 ld 9 4+ invul.
can reroll a single dice per turn.
psyker level 4. one head knows all of tzeentch +1 roll on pyromancy and prophecy, the other one knows all tzeentch and 1 roll on telepathy and biomancy you have to decide wich head is used at the start of every turn. 

no longer make a ld or dissapear after getting wounded.
no reroll bubble


Lord of Change
230pts
ws 6 bs 6 s 6 t 6 w 5 i 6 a 5 ld 9 and 5+ invul (like every other daemon)
starts as psyker level 2. can get a additional level for the same price as others.
can roll on tzeentch lore and divination.
can take up to 50 points in gifts.

Herald of Tzeentch
45 points
ws 3 bs 4 s 3 t 3 lp 2 i 3 a 2 ld 8 
psyker level 1. prophecy and change as powers.
may take up to 30 points in daemonic gifts.
psyker levels up to 3 for 25 points each.
take up to three presences. 
presence of tranmorification 10 points ( for each dead horror you place d3 blue horror markers instead of 1)
presence of change 20 points you roll a d6 at the start of each turn. your model and his unit gain the strength of the d6 roll.
presence of conjuration: 25 points +1 strength on the power of psychic powers by the model and his unit.
may take a disk of tzeentch 25 points
Disk of tzeentch: +1 a and jetbike 
chariot of tzeentch 50 pts

Chariot of Tzeentch
100 pts flat.
10/10/10 all around 3 hp
flamer on the inside got 3 lp otherwise same profile as the rest.
my take the blue horror upgrade 10 pts (-1 ld for every enemy within 6".
can take up to 20 pts in gifts
open topped, fast, skimmer, chariot. 

Flamers
same, but loose awesome flamer attack, replaced with 
s4 ap4 and causes warpflame wich basically causes the enemy to force a toughness check after wounds have been caused. if he fails he suffers d3 additional wounds without armor or cover allowed. if he makes the test he gains 6+ feel no pain or if the unit already got feel no pain it becomes better by 1.. they cost the same as of the update.

Screamers
same (and re-roll 1)

Pink Horrors 
9pts
ws 3 bs 3 s 3 t 3 w 1 i 3 a 1 ld 7
for psychic tests they add +3 to the ld
Brootherhood of sorcerers 
Blue horrors: if a pink horror is slain place a blue horror marker.. at initiative 1 the blue horror attacks causing the enemy unit to suffer one s2 hit with ap - 

horrors can only cast change dicipline, not divination.
horrors get 1 warppoint, 2 at unit strength 11-15 and 3 at 16-20. they generate psychic powers at the start of the game like normal psykers but can only roll on tzeentch lore.

2d6 shots base +d6 for each additional warp point. in additon they have access to the other spells of lore of tzeentch, you roll for them like you do with psykers. making them psyker level 3 gives great benefit.

Slaanesh
sadly no named greater daemon.

Keeper of Secrets
170pts
ws 9 bs 6 s 6 t 6 w 5 i 10 a 6 ld 9
psyker level 1
prefered enemy eldar/dark eldar.
can get psyker level up to 3 for same costs as everyone else
can take up to 50 pts in gifts.

Masque
75 pts
ws 7 bs 6 s 4 t 3 w 2 i 7 a ld 8
may take up to hit and run. unnatural reflexes (may reroll failed invul saves)
eternal dance: at the beginning of the shooting phase you decide for wich dance she makes against a single non vehicle unit within 12"

dance of binding: the enemy has -5 WS (minimum 1) can only move d3" only d3" run and only d3" assault. also the unit can only fall back d3"

dance of death: the unit suffers as many strength 1 hits as models are in the unit. these hits have AP 2 and igore cover.

dance of dreaming: the target has -5 bs and cannot overwatch. until the next turn of the mask.

Herald of Slaanesh
45 pts 
ws 7 bs 6 s 4 t 3 w 2 i 7 a 4 LD 8
same psyker upgrades as nurgle as well as gifts..
presence same costs.. here are the tiers:

presence of grace : model and unit gains move through cover
presence of agility (30pts) the model and its unit have +5 on its initiative (yes you read that right)
presence of seduction. the model and its unit may reroll to hit rolls in close combat. the user always has to accept challenges or issue them. but the user of the presence decides wich character the enemy takes for the challenge.

slanesh horse. 15
chariot 30
exhalted chariot 80
Steed of slaanesh: +1 a and outflanking and acute senses. also becomes cavalry

Fiends
ws 4 bs 0 s 4 t 4 lp 3 i 6 a 3 ld 7 
models that getsin contact by one or more feinds gets -5 to their initiative
they got a 12" aura that decreases enemy psykers LD by 1
35 pts a piece

Seekers
ws 5 bs 4 s 3 t 3 lp 1 i 5 a 3 LD 7 
outflank, acute senses
12 points a piece

Daemonettes
9pts 
ws 5 bs 4 s 3 t 3 w 1 i 5 a 2 ld 7
rending + 3" run

Daemon Princes
warpsmithed armor with a 3+ armorsave for 20 points.
they can be made heavy support with the corresponding greater deamon (and charakter GD) fromt he same god.

Chaos Furies
ws 3 bs 0 s 4 t 3 w 1 i 4 a 1 ld?
infantry with jumpmodule (like crisis)
Can be to khorne/nurlge/slaanesh/tzeentch

Soulgrinder 
135 pts + upgrade to god needed
Comes with close combat weapon and the harvester
Harvester is now a weapon with 2 profiles...
autocannon with 6 shots
autocannon with 3 shots and skyfire 
Can can get the flamer (wich is now torrent) for 20
phlegm for 30
tounge for 25 points

Norman Mach • 3 hours ago −
The old placement of the army is gone.
No flyers, but flying MCs.
Demons belong to a god and have hatred to demons of an opposing god. Furthermore a Slaanesh Herald for example can't joint nurgle demons.
Khorne: Furios charge, HoW with chariot is S7
Tzeentch: +3 on Ld for casting PSI, reroll of failded inv. saves of 1
Nurgle: Shrouded, slow (don't remember the english rule name), every unit consisting just of Nurgle Demons counts equiped with defence grenade
Slaanesh: Rending and fleet, Slaanesh-only unit runs D6+3". Slaanesh cavallerie runs 6" more. Vehicles (no walker) move 3" more in the shooting phase.

Demonic Instability
Units with these rule can't be joined by a model without these role. Unit pass every Ld., pinning or fear test. If the demons are loosing a CC they must test with 2D6. The difference between mod. Ld and dice roll is the number of additional wounds without saves!
Double 1: Every lost wound in this phase is restored. Every removed model comes back.
Double 6: Remove the whole unit.


Warlord:
1) Every CC weapon of the warlord gains instant death.
2)Warlord and unit has hatred against everyone
3) As long as the WL is alive every enemy gets -1 for fear tests
4) Friendly units choosen from these codex in 12" of the WL can reroll failed demonic instability tests
5) As long as the WL is alive you can reroll every roll on the warpfire table
6) As long as the WL was on the table at the beginning of the turn, every unit with the rule demon (including from Codex: Chaos) coming via deepstrike won't scatter if the first model is placed in 6" of the WL

Warpstorm chart
Is only active when demons are the main army. Role 2D6 at the beginn of the demon shooting phase and apply the result.
2) Every unit with demonic inst. (friend and foe) has to test for it
3) Choose randomly one character with demonic inst. rule. Test with 3D6. Wounds can only applied to the character.
4) Every unit with demon gets -1 for inv. saves until next roll on the table
5) Roll 1D6 for every unit not in CC which contains at least one model with the sign(?) of nurgle or demon of nurgle. If you roll a six place the 5" template on the model of the unit and scatter as normal. S4 AP5 for friend and foe, ignores cover.
6) Like Nr. 5 just for Tzeentch. D6 hits with S4 AP3. Ingores cover, poison (4+), vehicles get a hit at side armour.
7) Nothing happens.
8) Roll one D6 for every Khorne unit or enemy unit not in CC. On a six - D6 hits with S6 AP-. Ignores cover and rending, vehicles get a hit on the side armour.
9) Roll one D6 for every Slaanesh unit or enemy unit not in CC. On a six - place 3" template. Every unit (friend and foe) gets one hit for every model with S8 AP 3. Count as barrage weapon.
10) Every demon gets +1 on the inv. save.
11) Choose random one enemy Psyker (no vehicle, no demon, must be on the table). Has to take Ld test with 3D6, if he fails, he will be removed. Place a new herald of your choice without upgrades within 6". Not allowed to charge.
12) Place instantly a new unit with 2D6+3 demons (Bloodletters, pink horrors, demonettes or plague bearers, your choice) via deep strike,

Demons have 6+ armour, some have better saves (blood demon has 3+).
Blood demon no eternal warrior. The skulltaker(?) has eternal warrior and 3+ armour. Skarbrand and Karanak don't have eternal warrior. Lord of Change is Mastery Lv. 2 (divination and change(?)) and flying MC.
11 to15 pink horrors generate two warppoints, 16 to 20 horrors three warppoints. Kairos has a 4+ inv. save. Each of Kairos heads is a Lv. 4 Psyker. Both heads knew every change spell. In addition gains the right head on power from pyro and one divination. Left head - one pyro and one telepathy. Have to decide which head you use these turn. Can reroll one D6 every player turn (even from 2D6 or 3D6).
The blue Tzeentch demons are no psykers, but can use one power from the rulebook rolled with the dice without psy test.
Changeling in basecontact can replace one his stats (WS, S, T, I and/ or A) with one the enemy.
Big plague demon has mastery lv. 1 and plague and biomanty.
Nurgle slime beast can charge in the enemy phase! Ku'Gath can give wounds back to Nurgle Swarms.
Epidemus and his special rule
Count every unsaved wound caused by a demon of nurgle (friend and foe). Count even lost wounds saved by fnp or reanimation protocolls. Every Nurgle unit in 6" of Epidemus gains following bonus (cumulative)
7+: +1 strength
14+: +1 toughness
21+: poison (2+)
28+: fnp (4+)

Keeper of secrets has prefered enemy Eldar/ Dark Eldar. Mastery Lv. 1 telepathy and Slaanesh party lore.
The mask can reroll every failed inv. save. Has different dance.
There are chaos furies (maybe chaos harpyies in english).

Flame weapon of tzeentch - SR warpflame. At the end of every phase a unit with an unsaved wound caused by it has to make a Toughness test. Fail - D3 more hits withour armour or cover, passed - gains fnp 6+. If the unit has already fnp it be better by +1.
A unit hit by a skullcannon can be charged withount Ini loss caused by difficult terrain.
Axe of Khorne: Instant death by a to wound roll of 6.
Mutated warpsword (Tzeentch) If the bearer kills an enemy Character or MC roll a D6. On a +2 it be replaced with a chaos spawn.
Warp...(Tzeentch): A character or MC killed by the staff of change will explode. Every unit in D6" will gain D6 S5 AP- hits.
Plagueweapon: Models with one unsaved wound caused by these weapon have to pass a Toughness test or will loose another wound (no armour or cover).
Sword (Slaanesh). Like plagueweapon, but with Ini test.

A lot of characters don't buy equiment. They buy gifts in three different levels for points. What exacly these gifts are will be choosen random (D6). Roll at the same time as for the Warlord trait. One model can't have a gift twice (reroll), but you can have a gift more than one time in your army. You can replace one of the gifts with the 0. You gain a weapon or artefact for it (just one example given in the german text - Blade with Ap2, mastercrafted and special weapon).

Skarbrand or Blood Demon make demon princes of Khorne to Heavy Support instead of HQ.
Kairos and Lord of Change do the same for Tzeentch.
Ku'Gath and Big Nurgle demon for Nurgle.
Lord of Secrets does it for Slaanesh.

Damonprince 145 points, has to choose one god:
Khorne 15p.
Tzeentch 25p.
Nurgle 15p.
Slaanesh 10p.
Can be a flying MC for 40 points.
Up to 50 points for gifts (Lv. 1 gift 10p. Lv. 2 20p. Lv. 3 30).
Demon Prince not can be a psyker (not Khorne)
Mastery Lv. 1 25p.
Lv. 2 50p.
Lv. 3 75p.

Heralds counts only as a half HQ choice. They have special presences. which can be upgraded and give the unit a bonus.
Icons can be upgraded for unique effects and instruments can get more units out of reserve and give you rerolls on the warpstorm table.

Thats all. I hope that my bad english is better than the automatic translator.

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