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Thread: Chaos Daemons army book rumours

  1. #21
    square baser
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    Re: Chaos Daemons army book rumours

    This is what you get when you decide to leave lokigod and the upcoming Daemon army book in the same room for 20 minutes.

    Quote Originally Posted by lokigod View Post
    Condensed from my previous posts at daemonic legion web site, and what I gleaned from 20 mins with the new book

    Army rules
    +5 True ward no requirements that I saw
    Daemons no longer poof they crumble

    Lords (get 75 to 100 points of gifts if I remember right)
    All greater daemons range between 400 and 450 points
    Thirster - 7 at and nice ws and str
    LOC - didn’t look
    GUO- w 10, str 6, t6, at 4, mv 6 you can make him lvl 4 wizard for 120 more points starts as lvl 1
    KOS mv 10 nice stats
    Daemon prince- 300 points and can be marked for 35 points, same stats almost as hoc version
    Named greater daemons(the ones I can remember)
    Named guo- ability is to throw nurglings like stone thrower always wounds on +2 and allows no armour saves, only 1 wound per target under template
    Named blood thirster type hero (has frenzy and this is only frenzy I saw in the book)
    Named lord of change (has access to 8 spells but is only lvl 4 in dice generation)

    Heros(50 points of gifts)(can have banners for +25 points)
    Heralds give special effects to units, around 100 to 115 points , stats varied depending on god
    Locus of khorne = hatred
    Locus of tzeentch = +4 ward save/ herald of tzeentch is also lvl 2 mage, disc is +20 points, stats for combat are ws 3 str 3
    Locus of slaanesh = ASF/ can be upgraded as wizard
    Locus of nurgle regeneration/ can be upgraded as wizard,
    Named heralds(the ones I can remember)
    Epidimus nurgle - he gives you special abilities army wide for kills made by poison
    Skull taker khorne- killing blow on +5 anything
    Tzeentch herald - cool effect - get one power dice for every spell your enemy casts in his magic phase
    All I remember sorry

    Core(all core is 12 points)
    Blood letters- mv 5,ws 5, str 6, at 1, t3, killing blow
    Plague bearers - no longer have cloud of flies, but are t4 and poison attacks
    Horrors-as previous stated get better spells with unit size) stats like a human
    Daemonettes - mv 6, ws 5, str 3, t3, at 2, armour piercing
    Furries- cant remember if there special or core, str 4, at 1, ld 2

    Special all specials are +30 points apiece
    Nurglings - ws 3,str3,at 3, w 3 scout and skirmish poison attacks
    Screamers
    Flesh hounds ws5,str5,w2,mv 8 magic resistance 1
    Cant remember slaanesh one

    Rare
    Crushers- rider gets ws 5 str 6 at 2/ mount gets ws 5 str 5 at2, +3 to riders save from mount, mv 7 I think! Can have command
    Beasts- d6+1 at, ws4, t4(I think), poisoned
    Flamers- ws 2, bs above 3, str 5, w 2, at 2, d6 str 4 shoots at 18 inch range mv 6
    Fiends - str 4 at 4 mv 10 aura of slaanesh- enemy makes break test on 3 dice and discards lowest

    Chariots are for heralds only if I remember right
    Chariot of khorne - str 5 impact hits juger has ws 5 str 5 2 a
    Chariot of tzeentch - fly str 4 imapct hits
    Chariot of slaanesh- mv 10 str 5 impact hits
    Magic
    we have accesses to metal now
    Nurgle lore -
    Spell 1(cast on +3) - unit in baes to base with char red it str, ws, and like 3 other things to 1.…. Not reduced by one I mean all the way to 1
    Spell 2 - flame template everything under it take toughness test or dies

    Tzeentch lore
    Gleen magic is true
    Spell gives d3 dice to caster only to him though
    Last spell is +13 and does 2dr str 5 attacks and turn them to horrors forgot rest

    Daemonic gifts and banners (there are 8+ banners now and lot are god specific)

    Banners
    3d6 str 3 magic missile 25 points
    All wounds from poison attacks from unit count double for combat res 25 points
    +d6 movement first charge
    +d3 to combat res I think its 25 points
    Power lvl 5 all things in 12 inches take d6 str 6 hits 75 points
    3 dice on break test remove lowest
    Stubborn on first break test 25 points
    All daemons within 12 inches are stubborn 125 points

    Daemonic gifts(gifts range from 75 to 15 points)
    2 full pages of gifts and banners… also the lords and heros profiles tell what gifts they can have to reduce confusion. They seem priced just right for there effects!
    2D6+2 attacks for 50 points/ note this replaces normal attacks
    +2 attacks- name is many arms
    Sword does d6 wounds for every wound no armour saves 70 points
    Armour +3 save and makes all magic weapons in base non magical 50 points
    Gift that gives you char str 10
    Spell breaker same cost and effect
    Tzeentch will same effect
    A gift that gives access to any lore in brb and you know all spells from lore 25 points

    [...]
    Discussion here.

  2. #22
    square baser
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    Re: Chaos Daemons army book rumours

    Seems lokigod had another look at the book!

    Looked at the book again today you guys are going to love me


    GUO - 450 points
    Lvl 1 wizard base
    Lvl 2 35,lvl 3 85,lvl 4 120
    Terror
    Poisoned
    Etc
    Stats
    m6,ws4,bs0,s6,t6,w10,i4,a4,ld9
    Gifts
    Bale sword- 70 auto wounds d6 wounds
    Nurgling infestation - 50 at start both magic phases on 2 to 6 get another nurgle base on existing base within 6in 1 fails
    Staff of nurgle-50 casts rancid visitation on power lvl 3
    Trappings 50 +4 armour regen
    Noxious vapors 25 always strike last even for high elves
    Pestilent mucus 25 if you wound they have pass toughness test or it another wound no armour saves
    Bile - 25 str 4 breath weapon
    Hunger - 25 reroll fail to wounds
    Trail- 10 no flanks or rear

    LOC - 450 points
    Lvl 2 wizard base
    lvl 3 50,lvl 4 85
    Terror
    Fly
    Knows all spells from lore of tzeentch
    Etc
    Stats
    m8,ws6,bs4,s6,t6,w5,i6,a5,ld9
    Gifts
    Twin heads 75- +2 to cast
    Tzeentch will 50 same effect as before
    Staff of change 50 if target wounded take toughness test or dies
    Spell destroyer 50 same effect
    Power vortex 30 + 1 dice to pool
    Dark magister 25 ignore 1st miscast
    Daemonic robes 25 3+ or better to wound
    Flames 25- shooting attack d6 str 4 18 in range
    Corona - 25 every thing in base takes str 3 hit every magic phase both players
    Sorcery - pick any lore from basic rule book knows all spells

    Various stats from unit choices these are correct straight from book

    blood letters- 12 points
    m5,ws5,bs0,str5,t3,w1,i4,a1,ld7
    Killing blow
    Think there mr 1
    Banners for unit
    Skull totem 25 cant be marched blocked
    Icon endless despair 25 +d6 to first charge

    Plauge bearers- 12 points
    m4,ws3,bs0,str4,t4,w1,i1,a1,ld7
    poisoned
    Banners for unit
    Seeping decay 25 reroll wounds
    Eternal virulence 25 for every wound by poison it counts as 2 combat res

    horrors- 12 points
    m4,ws3,bs0,str3,t3,w1,i3,a1,ld7
    Banners for unit
    change 25 base contact 3d6 str3 hits
    Sorcery 15 +1 to casting
    bound spells a few of them
    0-5 none
    6-15 lvl 1 wizard flickering fire d6+1 missles at d6+1 str range 18 in
    16-25 lvl 2 wizard gift of chaos 12in anywhere around caster d6 str 6 hit all enemy units even if there in comat
    horros generate dice just like wizards and can miscast know all spells from there lvl below

    fleshhounds- 35 points min unit size 5
    m8,ws5,bs0,str5,t4,w2,i4,a2,ld7
    Mr 3

    nurglings- 35 points
    m4,ws3,bs0,str3,t3,w3,i3,a3,ld7
    Skirmish scout poison

    Blood crushers - 70 standard is 20
    Mr1
    +3 riders as
    killing
    Rider -m5,ws5,bs0,str6,t4,w2,i4,a3,ld7
    Crusher -m7,ws5,bs0,str5,t4,w1,i2,a2,ld7
    Magic banners
    Skull totem 25 cant be marched blocked
    Icon endless despair 25 +d6 to first charge

    Flamers- 35 points unit size 3to 6
    m6,ws2,bs4,str5,t4,w2,i4,a2,ld7
    Skirmish
    Flaming attacks
    Flames of tzeentch - d6 str 4 shots 18in

    Fiends- 55 I think
    m10,ws4,bs0,str4,t4,w3,i6,a4,ld7
    Sporforic musk - enemy uses 3 dice for break test discard lowest
    Armour piercing

    beast of nurgle - 100 points each
    m6,ws3,bs0,str4,t5,w4,i1,ad6+1,ld7
    regen
    slime trail- no flanks or rear bonus
    poisoned

    Got some info more I will post later on tzeentch herald and nurgle herald and khorne herald….. If this is too much on points and stuff feel free to edit post mods! I will post rest later tonight!

    condensed from later post!
    herald of khorne - 100 points/jugger +55/ chariot 75
    magic res 1
    hatred
    kb
    Stats
    m5,ws7,bs0,s6,t4,w2,i6,a3,ld8
    gifts
    for some reason i forgot to write these down although he has a total of 6 possible gifts

    herald of tzeentch - 115 points/disc 20/ chariot didnt look
    lvl 2 wizard base
    flaming attacks
    +4 ward
    Stats
    m4,ws3,bs4,s3,t3,w2,i3,a2,ld8
    gifts
    staff - 50 when you wound they have to pass test or imediatley slain
    power vortex - 30 extra power dice to pool
    flames of tzeentch- 25 d6 rng 18 str 4 shooting evil.gif
    d robes - 25 cant be wounded on anything better than 3+
    corona- 25 see loc post
    sorcery- 25 see loc post
    spell breaker- 25 dispel scroll/ only person i saw that could take regular scroll blink.gif
    winged horror - 20 fly
    disc stats
    m1,ws3,bs0,s3,t3,w1,i4,a1,ld7 big nerf dry.gif


    herald of nurgle - 115 points can have plaquin for got point cost
    lvl 1 wizard upgrade for 50 points
    regeneration
    poison attacks
    Stats
    m4,ws5,bs0,s5,t5,w2,i2,a3,ld8 Rock_emoticon.gif
    gifts
    staff of nurgle- 50 rancid visitation power lvl 3
    noxious vapors- enemy always srikes last even if they have the always strike first special rule
    nurgles rot - 25 all models in base to base in every magic phase roll a dice on a 6 they die
    mucus- 25 if you wound model takes toughness test if they fail one more wound no armour saves
    bile- 25 strength 4 breath weapon
    soul hunger- 25 same effect as soc
    trail- 10 herald or unit he is with denies any bonus like +1 or +2 in the rear or flank. they can still break your ranks though sad.gif

    ok I'am done till tonight when can maybe clarify any of this more!
    kos is mv10 with 6 attacks if i remember right with almost same stats as before
    seekers are in the book regular daemoneete stats on top and the steed is like ws3st3 strike first cant remember anything else dont play them smile.gif mv 10 though

    Daemonette stats are like i posted before mv6,ws 4,str 3,in is high, armour peircing 2 attacks....
    ok last of my info for now


    herald of khorne - 100 points/jugger +55/ chariot 75
    magic res 1
    hatred
    kb
    Stats
    m5,ws7,bs0,s6,t4,w2,i6,a3,ld8
    gifts
    for some reason i forgot to write these down although he has a total of 6 possible gifts

    herald of tzeentch - 115 points/disc 20/ chariot didnt look
    lvl 2 wizard base
    flaming attacks
    +4 ward
    Stats
    m4,ws3,bs4,s3,t3,w2,i3,a2,ld8
    gifts
    staff - 50 when you wound they have to pass test or imediatley slain
    power vortex - 30 extra power dice to pool
    flames of tzeentch- 25 d6 rng 18 str 4 shooting evil.gif
    d robes - 25 cant be wounded on anything better than 3+
    corona- 25 see loc post
    sorcery- 25 see loc post
    spell breaker- 25 dispel scroll/ only person i saw that could take regular scroll blink.gif
    winged horror - 20 fly
    disc stats
    m1,ws3,bs0,s3,t3,w1,i4,a1,ld7 big nerf dry.gif


    herald of nurgle - 115 points can have plaquin for got point cost
    lvl 1 wizard upgrade for 50 points
    regeneration
    poison attacks
    Stats
    m4,ws5,bs0,s5,t5,w2,i2,a3,ld8 Rock_emoticon.gif
    gifts
    staff of nurgle- 50 rancid visitation power lvl 3
    noxious vapors- enemy always srikes last even if they have the always strike first special rule
    nurgles rot - 25 all models in base to base in every magic phase roll a dice on a 6 they die
    mucus- 25 if you wound model takes toughness test if they fail one more wound no armour saves
    bile- 25 strength 4 breath weapon
    soul hunger- 25 same effect as soc
    trail- 10 herald or unit he is with denies any bonus like +1 or +2 in the rear or flank. they can still break your ranks though sad.gif

  3. #23
    Solitaire Avian's Avatar
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    Re: Chaos Daemons army book rumours

    Confirmed Daemon Lore of Tzeentch
    Quote Originally Posted by Minus67 View Post
    with the book open in front of me here is the lore

    Flickering Fire of Tzeentch 4+
    Magic Missile 18" D6+1 hits at Str D6+1

    Boon of Tzeentch 3+
    the caster gains D3+1 power dice. Other wizards may not use these dice.

    Glean Magic 7+
    may be cast on single enemy wizard visible to caster. You may immediately cast one of that wizards spells as if it were his own. the spell is auto cast at its base casting level. Spells that summon new units may not be cast in this way.

    Gift of Chaos 9+ each enemy unit (even in CC) within 12" suffers d6 Str d6 hits

    Bolt of Change 12+
    Magic missle range 18" 2d6 Str D6+4

    Tzeentch Firestorm 13+
    Magic Missle with range 24", causes 2d6 Str 5 hits. Every 3 unsaved wounds creates a new Horror. These form a new unit worth 50vps. Withing 3" of old unit.


    This is the lore not a guess.
    Quote Originally Posted by Occam's Razor
    Among competing hypotheses, the hypothesis with the fewest assumptions should be selected.
    Quote Originally Posted by Avian's Corollary, concerning disproved rumours
    Someone lied.

  4. #24
    square baser
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    Re: Chaos Daemons army book rumours

    Thanks to Varath- Lord Impaler for a summary of all the recent daemonic rumours...

    Quote Originally Posted by Varath- Lord Impaler View Post
    [...]
    Daemon Lore of Tzeentch
    - Supposedly only 6 spells
    #1: Flickering Fire of Tzeentch: D6+1 hits, Strength D6+1, 18" range, 4+
    #2: Boon of Tzeentch: Gain d3+1 Power dice only the caster can use. 3+
    #3: Glean Magic: Cast any enemy spell (other than one that creates new models, such as certain Undead spells) as a Bound spell with a power level equal to its basic casting level. 7+
    #4: Gift of Chaos: Each enemy unit within 12", including units in combat, take D6 S6 hits. 9+
    #5: Bolt of Change: D6 hits, Strength D6+4, 18" range, 12+
    #6: Tzeentch Firestorm: Target unit takes 2D6 S5 hits, every 3 wounds caused creates a Horror. New unit is worth 50 VPs and placed within 3" of the target unit. 24" range, 13+


    Daemon Lore of Slaanesh
    #1 Acquiescence: cast on a 5+, 18” range. Enemy unit must test for Stupidity each turn for the rest of the game
    #2 Caphonic Caress: Cast on a 7+, all enemy units within 2D6 (including ones in combat) take D6 Str3 attacks, no armour saves.
    #3 Succour of chaos: Cast on 7+. Cast on any friendly unit within 18” in combat. Gives the unit ASF and reroll hits
    #4 Slicing Shards of Slaanesh: Cast on 7+. Magic Missile, range 24”. Deals D6 S5 hits. Target must then take a Ld test. If they pass the spell ends, if failed they take another D6 Strength 5 hits. Continues until unit passes a Ld test.
    #5 Pavan of Slaanesh: Cast on 8+. Target single enemy model within 24”, LOS needed. Must pass a Ld test or take D6 wounds, no armour saves.
    #6 Phantasmagoria: 10+ all enemy units on the battlefield must roll an extra D6 when rolling Ld tests of any kind, discarding the lowest dice. Lasts until the start of the casters next magic phase

    Daemon Lore of Nurgle
    #1: Miasma of Pestilence: 3+ to cast. All units in base to base with the caster will have their weapon skill, Strength, Toughness, Initiative and Attacks reduced to 1.
    #2: Stream of Corruption: 6+ to cast. Breath weapon, any model hit must take a toughness test or die.
    #3: Pit of Slime: cast on 7+. 24” range, target must pass Strength test or it may not move or shoot, lasts until Daemon players next magic phase
    #4: Rancid Visitation: Cast on 8+. Magic missile, range 24” D6 Strength 5 hits, target must pass Toughness test or takes D6 more hits, continues until test is passed.
    #5: Shrivelling pox: Cast on 9+. Pick single enemy model within 24”, LOS required. Target must pass Toughness test or take D6 wounds, no armour saves
    #6: Plague Wind: Cast on 13+. Single enemy unit within 18”. Enemy models must pass a Toughness test or suffer a wound with no armour saves. After panic tests, a nurgle base is created for every 3 wounds caused. Forming a new unit within 3” of the old unit, worth 50vp.

    Magic Banners
    - 3D6 S3 Magic missile- 25 points
    - All wounds from poison attacks in the unit count as double for Combat Res- 25 pts Plaguebearer
    - +D6 movement to first charge Bloodletter
    - +D3 Combat res 50 pts BSB
    - Power Lvl 5, all things in 12” take D6 S6 hits- 75 BSB
    - enemy takes 3 Dice on break test, remove lowest
    - Stubborn on first break test- 25 pts Demonettes and Seekers
    - All Daemons within 12” are Stubborn- 125 BSB
    - at the beginning of the game, choose a lore. All wizards casting from that lore suffer a -2 to their casting rolls. In addition all spells cast from the lore of light miscast on double 1,2 and 3's. 50 pts BSB
    -Enemies may only hold as a charge reaction (they may neither flee voluntarily nor stand and shoot). 25 pts Demonettes and Seekers

    Daemonic gifts
    - 2 pages worth
    - Dark Insanity- 2D6+2 attacks- 50 points
    - Many armed Horror- +2 attacks
    - No armour save, D6 wounds per wound- 70
    - +3 armour save and makes all weapons in combat non magical- 50
    - Strength 10
    - Spell breaker (dispel scroll)
    - Tzeentch will (+1 PD)
    - Gives a mage all the spells from a single lore in the BRB- 25
    - fly

    Lords
    - Greater daemons are supposedly more modifiable than currently, more resembling how they were in 5th edition. It is possible that the basic ones are weaker than currently, to make them more useable in smaller battles (i.e. at or just above 2k), but that they can be significantly improved, similar to the new Vampire Lord can be.
    - It is probably not possible to buy outright stat boosts (+1 WS, S, etc.), if previous army books are anything to go by.
    - Greater Daemons stat line is rumoured to have 5 wounds across the board, with a 5+ Ward.
    - Rumours that Greater Daemons will go on bases four times as big as currently are nonsense. The models stay as they currently are.

    Changer of Ways, Greater Daemon of Tzeentch
    - Level 4 wizard
    - Terror
    - fly
    - Knows all Tzeentchian spells
    - M8 Ws6 BS 4 S6 T6 W5 I5 A5 Ld 9
    - Can take 100 pts of Daemonic gifts:
    - Twin heads- the extra brain gives a +2 bonus to casting
    - Tzeentch’s will- same as now
    - Staff of change- If target takes a wound, toughness test or they die
    - Spell destroyer- same as now
    - Power Vortex- +1 Power dice to the pool
    - Dark Magister- Ignore first Miscast
    - Flames- Shooting attack. D6 S4 18” range
    - Corona- Enemies in base contact take S3 hit in every magic phase
    - Master of Sorcery (knows all spells from one Lore in the rulebook, or the Tzeentch lore)

    Keeper of Secrets
    - Level 2 wizard, may be upgraded up to level 4
    - Mv10 Ws9 Bs0 S6 T6 W5 In10 At6 Ld9
    - Always strikes first
    -Armor piercing
    -Soulthirster gives 1 wound back for every unsaved wound caused, can not take wounds above initial 5 100 pts
    -Tormentor enemy character in base contact takes a Ld test or attacks his own unit, wounds count for resolution 50 pts
    -Soulhunger Reroll failed WOUND rolls in the first round of combat 25 pts
    -Siren once a battle target enemy unit must declare a charge on the model or flee as if it had failed panic 25 pts
    -Allure of Slaanesh models must pass a Ld test to attack model in close combat 25 pts
    -Enrapturing gaze models in base contact can only use their own Ld (point cost not known)
    -Torment Blade any model wounded by the keeper must pass a Ld check or not attack this turn 5 pts (five points, no typo, a bargain)


    Great Unclean One, Greater Daemon of Nurgle
    - Level 1 wizard, may be upgraded up to level 4 for 120 points.
    - Weapon skill 4, Attacks 4, wounds 10
    -Mv6 Ws4 BS S6 T6 W10 I A4 Ld8
    - Terror
    - Poisoned attacks
    - can take flail of decay that allows no saves and each wound is doubled.
    - Can take 100 pts of Daemonic gifts:
    - Balesword (wounds automatically, each unsaved wound is multiplied to D6)
    - Nurgling Infestation (At the start of any magic phase, roll a dice. On a 2-6 a new Nurgling base is created within 6”)
    - Staff of Nurgle- casts rancid visitation, power lvl 3
    - Trappings of Nurgle (4+ armour save and Regeneration)
    - Noxious Vapours- Enemies in base always strike last
    - Pestilent mucus- any successful wounds require the enemy to take a toughness test, if they fail they take a second wound.
    - Bile- Strength 4 breath weapon
    - hunger- Reroll failed wounds
    - Slime trail- Enemy doesn’t get +1 (or +2) for Flanks or rears

    Bloodthirster, Greater Daemon of Khorne
    - Not frenzied(!)
    - The Thirster: M8 WS10 BS0 S6 T6 W5 I9 A7 Ld9 Base 450 pts
    - MR 2
    - Daemonic gift that allows reroll hits and wounds.
    - Axe of khorne makes him do D3 wounds.
    - Can take 100 pts of Daemonic gifts:
    - Awesome Strength (S10)
    - Dark Insanity (2D6+2 attacks)
    - Spellbreaker (Dispel Scroll-equivalent)
    - Armour that ignores Magic weapons
    - Killing blow
    - +1 Strength and flaming
    - Reroll to hit
    - Dispel scroll
    - very, very, heavy armour
    - Collar of Khorne- Even better magic resistance

    Daemon Prince
    - The most customisable Lord-level character
    - Can take 75 pts of Daemonic gifts, out of which a max of 50 pts can be gifts specific to the Greater Daemons of their patron god (if they have one)
    - They also have their own list of daemonic gifts
    - All, apart from Khornate ones, can be wizards up to level 2
    - Wings are an optional gift, though base Movement has increased
    - May take from BRB magic Lores
    - can take from the following Daemon abilities
    -Armour that negates magic weapons
    -Killing blow
    -+1 S and flaming
    -Re-roll to hit
    -Dispel Scroll
    -Very, very heavy armour
    -Even better magic resistance

    Heroes
    - Chariots are only available as a mount for Heralds (apart from Nurgle who only get the Palanquin)
    - There are no Undivided Heralds

    Herald of Nurgle
    - Poisoned attacks
    - Mv4 Ws5 Bs0 S5 T5 W2 In3 At3 Ld8
    - May ride a Palanquin of Nurgle (6 attacks at Ws3 T3 and Strength 3)
    - The only Herald with no chariot option
    - Locus of Nurgle (regen, can be a lvl1 wizard)
    - Grants the Regeneration special rule to Plaguebearer units he joins
    - Staff of Nurgle- power Lvl 3, casts rancid visitation
    - Noxious Vapours- Enemy always strikes last
    - Nurgles rot- All models in base to base rolls a dice in every magic phase. On a 6 they die.
    - Mucus- If enemy is wounded they must take a Toughness test, if they fail it they take another wound.
    - Bile- Strength 4 Breath weapon
    - Soul Hunger- reroll failed hits
    - Slime trail- Enemy doesn’t get the +1 (or +2) for attacking in the flank or rear

    Herald of Khorne
    - May ride a Juggernaut of Khorne or a chariot pulled by a Juggernaut. 4 wounds , 3+ save with S5 T5 A3 (for the single Jugg)
    - 115 pts
    - M5 WS7 BS0 S6 T4 W2 I6 A3 Ld8
    - Daemonic, MR 1, Hatred, KB, Locus of Khorne (hatred)
    - Grants the Hatred special rule to Bloodletter units he joins
    - Not frenzied
    -ether blade
    - obsidian armour
    - daemonic robes
    - firestorm blade
    - soul hunger
    - armour of Khorne

    Herald of Slaanesh
    - May ride a Steed of Slaanesh or a chariot pulled by Mounts of Slaanesh (MV 10 S5)
    - Mv6 Ws7 Bs0 S4 T3 W2 In7 At4 Ld8
    - cheapest of the heralds
    - Armour Piercing’
    - can be upgraded to lvl 1 wizard
    - Locus of Slaanesh (ASF, can be a wizard)
    - Grants the Always Strikes First special rule to Daemonette units he/she/it joins.
    - Etherblade
    - many armed monstrosity- +2 attacks
    - Allure of Slaanesh- must make a Ld test to strike the herald. If they fail they cannot attack at all.
    - Daemonic Robes
    - Enrapturing gaze- Models in Base contact cannot use another models Ld
    - Siren Song
    - Soporific musk
    - Torment blade- if enemy suffers a wound take a Ld test. If they fail they cannot strike this phase

    Herald of Tzeentch
    - May ride a Disk of Tzeentch (+20 points) or a chariot pulled by Screamers (fly, S4)
    - Disc is Ws3, Str 3
    - Mv4 ws3 bs4 S3 T3 W2 In4 At2 ld8
    - Is a lvl 2 wizard
    - Locus of Tzeentch (4+ ward save)
    - Grants Horror units he joins a 4+ aura save instead of the normal 5+ aura save
    -staff of change-
    - power vortex- extra power dice to pool
    - flames of tzeentch- shooting attack. d6 shots, strength 4, range 18
    - daemonic robes - cant be wounded on anything better than 3+
    - corona- Enemies in base contact take S3 hit in every magic phase
    - Master of Sorcery (knows all spells from one Lore in the rulebook or the Tzeentch lore)
    - spell breaker- dispel scroll/ only person i saw that could take regular scroll
    - winged horror - fly

    Mounts
    - Juggernauts, Steeds of Slaanesh, Disks of Tzeentch and Palanquins of Nurgle all have *1* wound only, so count as cavalry mounts and cannot be killed separately.
    - Statwise they also get weaker (Disks have one S3 attack, for example)
    - Steeds of Slaanesh are essentially equivalent to the mounts of Mounted Daemonettes, NOT the Steeds that can be ridden by Chaos Mortal characters


    Core
    - Units do not get the Leadership boost they got in the Daemonic Legion list. Indeed, lesser Daemons are all Leadership 7 (apart from Furies)
    - There is one unit type per god (plus Furies)
    - All core models are 12 points (all 5 units)

    Bloodletters of Khorne
    - New plastic models
    - Bloodletter: M5 WS5 BS0 S5 T3 W1 I4 A1 Ld7 Base 12 pts.
    - Start with MR1 and Killing Blow. Can get Hatred from a Herald of Khorne
    - NOT Frenzied
    - Movement 5
    - Full command options
    - Banners:
    - Skull Totem: Cant be march Blocked
    - Icon of Endless Despair: +D6” to the first charge

    Daemonettes of Slaanesh
    - New plastic models
    - Worse stats, but cheaper and faster
    - M6 WS5 BS0 S3 T3 W1 I5 A2 LD7
    - Armour Piercing
    - Full command options
    - gain ASF with Herald
    - can purchase magic banners, 2 options, both at 25 points:
    -Enemies may only hold as a charge reaction (they may neither flee voluntarily nor stand and shoot).
    -Stubborn on first break test.

    Plaguebearers of Nurgle
    - New metal command models, possibly a plastic set at some later date
    - Poisoned attacks. Can get Regeneration from a Herald of Nurgle.
    - MV 4 Ws3 bs0 S4 T4 W1 In3 At1 Ld7
    - Full command options
    -Unit banners:
    - Seeping decay: reroll wounds
    - Eternal Virulence: every wound caused by poison counts as 2 combat res.

    Horrors of Tzeentch
    - New metal command models, possibly a plastic set at some later date
    - M4 WS3 BS0 S3 T3 W1 I3 A1 LD7 5+WS
    -Flaming Attacks
    - Unit Option: +60pts Changeling
    - Do not cast Bound spells, instead the unit counts as a wizard with magic levels depending on the number of Horrors in the unit (1-5: lvl 0, 6-15: lvl 1, 16-25: lvl 2, etc).
    - If the Horror unit miscasts, it takes D6 wounds
    -5 modes or less = 0 Lv Wizard
    6-15 models = 1st level Wizard w/Flickering Light of Tz spell
    16-25 models = 2nd Lv Wizard w/ Gift of Chaos spell
    26-35 models = 3rd Lv Wizard w/ Bolt of Change spell
    36+ models = 4th Lv Wizard w/ Tz Firestorm spell
    - Improved WS, but lower Ld
    - All attacks are flaming
    - Noticeably cheaper
    - Full command options
    - Banners:
    - banner of change: Enemies in base contact take 3D6 S3 hits
    - banner of sorcery: +1 to casting

    Chaos Furies
    - Do not count towards minimum number of Core
    - Flying
    - WS3, Strength 4, Leadership 2, attacks 1

    Special
    - There is one unit type per god

    Nurglings
    - Almost certainly no longer 0-1
    - Mv4 Ws3 Bs0 S3 T3 W3 In3 At3 Ld6
    - Scouts
    - skirmish
    - Poisoned attacks
    - Unit size 3-12

    Flesh Hounds of Khorne
    - New metal models
    - Flesh hound M8 WS5 BS0 S5 T4 W2 I4 A2 Ld7 35 pts.
    - Not frenzied
    - MR 3
    - Lower Leadership
    - can get Killing blow
    - More than twice as expensive as before

    Screamers of Tzeentch
    - Strength3, T3, 1 wound
    - Strength of slashing attacks up to 5, may make slashing attacks to all units they move over, not just one
    - Slightly cheaper

    Seekers of Slaanesh
    - Equivalent to Mounted Daemonettes (i.e. the ones on cavalry bases), NOT Pleasureseekers (the daemonettes on Steeds of Slaanesh from the Storm of Chaos list)
    - Full command options
    - Mv10, S3, WS5 I5 riders 2A, armor piercing for both rider and mount
    - 24 points each, command is 30 points total (so 6-12-12)
    - can purchase magic banners, 2 options, both at 25 points:
    -Enemies may only hold as a charge reaction (they may neither flee voluntarily nor stand and shoot).
    -Stubborn on first break test.

    Rare
    - There is one unit type per god

    Bloodcrushers of Khorne (Bloodletters riding Juggernauts)
    - New metal models
    Exaulted Bloodlettter: M5 WS5 BS0 S6 T4 W2 I4 A2 Ld7 Base 70 pts
    Exaulted Bloodreaper: M5 WS5 BS0 S6 T4 W2 I4 A3 Ld7 +20 pts
    Juggernaut M7 WS5 BS0 S5 T4 W1 I4 A2 Ld7
    - Improved armour save (Juggers add +3 to the rider's armour save)
    - Bloodcrushers are cavalry mounts and are Brass Behemoths 2+ scaly skin save.
    - Unit size 1-8?
    - MR 1
    - Full command options
    - Banners:
    - Skull Totem: Cant be march Blocked
    - Icon of Endless Despair: +D6” to the first charge

    Beasts of Nurgle
    - New metal models
    - The models don't have riders
    - Beasts have D6+2 poisoned attacks
    - Mv6 Ws4 Bs0 S4 T5 W4 In2 AtD6+2 Ld7
    - Regeneration and Slime Trail (opponents get no CR bonus for attacking them in the side or rear)
    - 100 pts per model
    - Unit size 1+

    Fiends of Slaanesh
    - New models
    - Models go on 40 mm square bases
    - Almost identical to old Pleasureseekers
    - Mv10 Ws4 bs0 S4 T4 W3 In6 At4 Ld7
    - Special rule that forces enemy units breaking from combat with them roll an additional D6 for distance and discard the lowest
    - Armour piercing
    - Unit size 1+

    Flamers of Tzeentch
    - A separate unit, not longer hangers-on for a unit of Horrors
    - Unit size 3-6
    - Mv6 ws2 Bs4 S5 T4 W2 In 2 At2 Ld7
    - Skirmish
    - Flaming attacks
    - Flamers shooting is D6 S4 shots per Flamer, 18" range
    - Close combat attacks go up in Strength and are flaming
    - Option for champion
    Quote Originally Posted by Varath- Lord Impaler View Post
    Special characters
    - Note that the special characters are the same in both the 40K and the Fantasy lists, though naturally their stats and exact abilities may differ somewhat.
    - Original rumour that there were 12 special characters appears to have been wrong. Possibly the source meant "a dozen", meaning "a whole lot" rather than "exactly twelve".
    - Another reason for the high number of special characters is probably to get more variation into god-specific lists, who would otherwise look pretty much identical

    Fateweaver, the Oracle of Tzeentch (Greater Daemon of Tzeentch)
    - Model has two heads
    - Knows all Tzeentch spells and each head also knows 4 spells from any of the lores (in the rulebook?)
    - Some sort of re-roll ability (???)

    Kugath, the Plaguefather (Greater Daemon of Nurgle)
    - Has two special rules: Blessing of Pus and Nurgling Infestation

    Skarbrand, the Exiled One (Greater Daemon of Chaos Undivided)
    - Does not fly
    - Skarbrand M8 WS10 BS0 S6 T6 W5 I10 A7(8) Ld9 655 pts. The additional attack is either from his being frenzied or from his special weapons.
    - has Hatred, and ALL models (friend and foe alike) have Hatred!
    - Otherwise very similar to a Bloodthirster statwise but without any Khornate gifts. Possibly he was exiled by Khorne and had his wings cut off.
    - 40K version has a special rule called Burning Hatred

    Tallyman Epidemius (Herald of Nurgle)
    - Mounted on a Palanquin of Nurgle
    -- Mv4 Ws5 Bs0 S5 T6 W2 In3 At3 Ld8
    - Regenerates
    - Poisoned attacks
    - Gives a bonus for the amount of models (wounded/killed?) by Nurgle models in the army.
    -0-7- nothing
    8-15- Poison works on 4+ for the army rather than only 6’s
    16-22- All Lore of Nurgle spells gain +2 to cast
    - 23-28- Epidemus gains regenerate on 3+
    -29+ Lore of Nurgle spells gain an additional +3 to cast.
    - Costs less than 150 points.

    The Masque (Herald of Slaanesh)
    - Kicked out of Slaanesh's entourage for being able to out-dance his (her? its?)
    god
    - Mv10 Ws7 Bs0 S4 T3 W2 In7 At5 Ld8
    - Armour piercing
    - May not join units
    - 3+ ward save
    - Has a special rule in 40K called the Eternal Dance, which lets you move enemy units
    - 3 human arms and a big claw arm. Wields a staff with a mask at either end and changes it's personality depending on who it chooses to be.
    - Eternal Dance: At the start of the magic phase choose a dance to perform. They target a single enemy unit which may be in combat and have a 12” range.
    - Dance of Dreaming: Target reduces Ld by D3, lasts until the end of the units player turn.
    - Chanson of Caging: Target reduces its Mv by D3, lasts until the end of the units player turn.

    Skulltaker (Herald of Khorne)
    - Character-killer
    - See below for pictures
    - Must challenge if able to
    - Has deadlier form of Killing Blow (on a 5+ to wound in challenges and works regardless of Unit Strength of the victim)

    The Bluescribes (Herald of Tzeentch)
    - 81 points
    - Two Horrors riding a Disk of Tzeentch, on a mission to recover some lost artefact
    - Adds a single power dice to the army pool for every spell the enemy casts.
    - Each turn choose one of the 8 lores of magic and randomly select a spell from it. They will cast this spell as a bound spell, power lvl is its basic casting value.

    The Changeling (Horror champion)
    - Formless Horror: At the start of close combat, the Changeling may select any enemy model in base to base contact and swap WS/S/T/I/A with this model (essentially a built-in van Horstman's Speculum)
    - NOT an upgrade each and every Horror unit can take. As with any other Special character you can take ONE of it.

    Karanak, Hound of Vengeance (Flesh Hound champion)
    - Model has multple heads
    Discussion & up-to-date version here.

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