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Thread: Daemon Rumour Roundup [closed: stopped being news/rumours]

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    Daemon Rumour Roundup [closed: stopped being news/rumours]

    Now this was suggested by Harry so its not my fault! :P

    After many hours i edited the Warseer rumour roundup to include as much info as i could find on the Daemons...here it is.

    Now, i must ask, anyone who has the book or knows the answer, please help me by telling me anything ive missed out on (within reason, of course) and you can PM me if you wish to remain anynom--anynome...um...discreet.

    Information of certain special characters are missing, and some of the specific stats are deductive leaps of mine.

    Here it is


    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: 2D6 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
    - Ignore armour saves weapon
    - Two more arms (more attacks)
    - Can't be wounded on better than 3+
    - Models in base contact limited to using their own LD
    - Re-roll to hit in combat
    - Enemy models in base contact take S3 hits in combat phase
    - Always strikes first
    - Fly
    - can take certain gifts from thei greater daemon powers if marked.

    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- +1 Strength and Flaming attacks
    - soul hunger
    - armour of Khorne- 3+ save

    Herald of Slaanesh
    - May ride a Steed of Slaanesh or a chariot pulled by Mounts of Slaanesh (MV10, S5, 5+ armour save)
    - 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, 6+save)
    - 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
    Last edited by Varath- Lord Impaler; 09-04-2008 at 00:06.
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  2. #2
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    Re: Daemon Rumour Roundup

    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 (???)
    - one head gets 4 spells from the first 4 laws in the BRB. Gets to pick the spells not roll and can mix N match. Other head does same but with second half.
    - 3+ ward save
    - 1 Attack and WS 1. Far weaker then normal Lord of change.
    - Story is that he was sent into a magic well by Tzeentch, when he came back one head could only see the past while the other could only see the future. Therefore he cant see the present. The well is the last magical mystery to the God Tzeentch.

    Kugath, the Plaguefather (Greater Daemon of Nurgle)
    - Has two special rules: Blessing of Pus and Nurgling Infestation
    - has a 'Stone Thrower' attack

    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
    - Player chooses enemy character and Karanrak rerolls hits and wounds against them.


    ****

    ENJOY!
    Last edited by Varath- Lord Impaler; 21-04-2008 at 23:52.
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  3. #3
    Chapter Master Harry's Avatar
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    Re: Daemon Rumour Roundup

    It was going to get lost on page 57 of the old thread.

    It will be a lot easier to keep track of everything with this as a starting point.

    You will of course need to keep these first posts updated.
    Founding father of J.A.D.E.D. Jerks Against Directors Extraordinary Decisions.
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    My other log of Vintage stuff: "A Blast from the Past"
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    Chapter Master reds8n's Avatar
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    Re: Daemon Rumour Roundup

    Looks good, however I don't think there's metal horror commands in the immediate future.
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    Re: Daemon Rumour Roundup

    You will of course need to keep these first posts updated.
    What? More work?! that wasnt part of the deal!

    That! Wasnt! PART!
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    Commander jahorin's Avatar
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    Re: Daemon Rumour Roundup

    Thanks a lot for the info, it's really much easier to follow.

    Now for a quick question, does anybody knows if the slashing attack from the screamers work if they charge?
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    Smile Re: Daemon Rumour Roundup

    Yo. THANKS for posting this very detailed description of the army.
    I really wanted to know more about the army, so that i can make my mind up if i want to carry on with the deamon side of my chaos.
    From what i see so far there are a few things im not happy with, BUT overall im liking it more now.
    But where did u get all this info, the book has not been released yet, or do u have contacts in GW (lucky)
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    Re: Daemon Rumour Roundup

    Someone mentioned that the Masque was 90pts in the old thread. And It looks like I will have to try and include the Blue Scribes in my army for such a cheap cost.
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    Inquisitor Emeritus Brimstone's Avatar
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    Re: Daemon Rumour Roundup

    Lets be careful about posting points costs and fully details stats/rules please
    Got a GW rumour?
    Want to remain anonymous
    Then email me at Brimstone.Warseer@gmail.com

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  10. #10
    Chapter Master Braad's Avatar
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    Re: Daemon Rumour Roundup

    Can't wait...

    Next month I will subject myself to the gods of chaos.
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  11. #11
    Chaplain connorz's Avatar
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    Re: Daemon Rumour Roundup

    i dont like the models but the rules have completley won me over!!! But i have to do my orcs first so sorry not for a while
    " Rules Were Made To Be Broken"
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  12. #12
    Chapter Master Emeraldw's Avatar
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    Re: Daemon Rumour Roundup

    I was not at all interested in deamons as an army. However after reading all this, I have admit, I am more than a little interested. I was considering doing Mortals a couple times, partly because I like using mounted deamonettes. However instead of marauders, knights and warriors. I'll use deamons only. Also all this magic makes me very happy. I like magic and it seems Tzeentch deamons will have lots of it. Tzeentch casters, slaanesh mounted units and khorne warriors all in one list? I think that sounds more than a little appealing. Also it can act as a second 40k army for me in some ways since they use the same models.

    I'm actually rather tempted to buy the codex now.

    Edit: After further reading, I am intrigued far more. So much in fact, I think I just have to get that book. April 22nd correct?
    Last edited by Emeraldw; 07-04-2008 at 20:21.
    "A sword doesn't have to have a fine lineage, it just has to be sharp" ~Luca Blight, Suikoden 2
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  13. #13
    Commander Wolfmother's Avatar
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    Re: Daemon Rumour Roundup

    the bloodcrushers unit size is 1+ i read it in my local store today
    let me in its cold and theres wolves after me!:cries:
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    my space marine blog^^
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    my ogre kingdoms blog
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  14. #14
    Veteran Sergeant Fuzzymoldyork's Avatar
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    Re: Daemon Rumour Roundup

    WHAT NO AZAZEL!?

    This is blasphamy, the one character I really wanted to see in this book is not there.

    As a side note, it also looks like they didn't include Amon 'Chaki (sp?) another very cool character.
    "He's a one man kind of beer"
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  15. #15
    Chapter Master
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    Re: Daemon Rumour Roundup (THE REAL ONE!)

    #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+
    This one seems weird. 2d6 hits with every 3 wounds creating a horror equals up to 4 horrors at best. Should it be a horror for each wound?
    Quote Originally Posted by Games Workshop
    It's a great excuse to start collecting ANOTHER army. One can never have enough armies and starting a new one is always exciting.
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  16. #16
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    Re: Daemon Rumour Roundup

    Quote Originally Posted by Emeraldw View Post
    I think I just have to get that book. April 22nd correct?
    AFAIK May 10th is the date for both the minis and the book/codex. Please correct me if I'm wrong, I wish I was wrong... having the book 20 days before expected date would be just gold.

    Also, thanks for this topic. Quite useful ^^
    Last edited by Scelerat; 08-04-2008 at 11:41.
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  17. #17
    Chapter Master Avian's Avatar
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    Re: Daemon Rumour Roundup (THE REAL ONE!)

    A lot of the gifts mentioned under the Daemon Prince are Bloodthirster gifts which are available to Daemon Princes with the Mark of Khorne under the "may have up to 50 pts from patron's Greater Daemon" quota.
    As a long-time Goblin player, I can reliably inform you that failure is ALWAYS an option.

    Painting Log - Circle Orboros - Warpwolves FTW!
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  18. #18
    Chapter Master Avian's Avatar
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    Re: Daemon Rumour Roundup (THE REAL ONE!)

    Daemon Princes' gifts
    - Ignore armour saves weapon
    - Two more arms (more attacks)
    - Can't be wounded on better than 3+
    - Models in base contact limited to using their own LD
    - Re-roll to hit in combat
    - Enemy models in base contact take S3 hits in combat phase
    - Always strikes first
    - Fly
    As a long-time Goblin player, I can reliably inform you that failure is ALWAYS an option.

    Painting Log - Circle Orboros - Warpwolves FTW!
    Terrain Log - Circle Orboros themed terrain for Hordes
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  19. #19
    Chapter Master Aflo's Avatar
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    Re: Daemon Rumour Roundup (THE REAL ONE!)

    As much as I thought I wasn't going to say it, I really am quite impressed by the majority of these confirmations, especially the way they've differentiated the different demonic core units. Not sure on the sheer punyness of the screamer - being just about as easy to kill as a goblin makes me not all that sad that my mortal army can no longer field them

    Also not sure about the so far lack of an undivided hero choice. IF the only generals in a <2k are marked, I can't see much variation between smaller armies at all. Really hope they include something to fill this gap, even if it's just so I can have a fun hour and a half playing a 1k mixed list with as much randomness as I would be able to cram in

    And a big thanks to the op for compiling all this for us
    WYRD Skaven Blood Bowl Team, now for HIRE

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  20. #20
    Chapter Master Odin's Avatar
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    Re: Daemon Rumour Roundup (THE REAL ONE!)

    Quote Originally Posted by Aflo View Post
    Also not sure about the so far lack of an undivided hero choice. IF the only generals in a <2k are marked, I can't see much variation between smaller armies at all. Really hope they include something to fill this gap, even if it's just so I can have a fun hour and a half playing a 1k mixed list with as much randomness as I would be able to cram in
    They have - armies are not dependent on the mark their general has. So you can have as much variety as you like even in an <2000 point army list.
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