Tuesday, February 26, 2013

A quick update and some detailed Chaos Demon rumors:



Sorry for the lack of content lately but I've had a VERY busy semester at law school and I am in Escrow for a new condo, so a lot on my plate as far as real life goes. With that said, below you will find a pretty complete breakdown of the new Chaos Demon codex coming out along with some comments from me, enjoy!


Some preliminary thoughts/comments:
I am actually really excited about this codex as it will add a lot to a Chaos Space Marine army through Allies. Some notes regarding Demon allies for Thousand Son armies:

Great HQ options:

-Tzeench demons can get access to Divination and the Tzeench Lore is not totally useless. What this means for me is taking 2 Heralds for 1 HQ choice making them Mastery level 3 and taking 2 rolls on Divination (3 if I don't need to roll on Tzeench) and joining my Thousand Sons units for some nice Psychic support. The Chariot option looks interesting as well but I'd rather keep these guys in units as they will primarily be buffing in my army.

-Greater Demons also offer a nice option for an HQ choice as they are more cost effective now and  Lord of Change can be made mastery level 3, get S6 Vector Strikes and have nifty upgrades as I'm sure you'll check out below. He is also no slouch in close combat and if he gets the number 5 power on Divination, watch out!

-Fate Weaver received a major overhaul and now has quite the Psychic might with his special rules.

-Demon Prince received the same treatment that Chaos Space Marines did so I don't think he'll be seeing any action anymore =(.

Elites:

-Flamers got a huge nerf in that they no longer auto wound on a 4+ and ignore armor saves. It is unclear now if they have S4 AP4 templates or if they just stick to their S4 AP4 Assault 3 weapon. Shame I bought 9 of them but hey, they might still be worth while once we get the codex.

Troops:

-Horrors got a major buff in that they now cost only 9 points and can cast psychic powers (from Tzeench lore only, though). Some interesting options but I'm just happy I don't need to pay 85 points for 5 anymore!

Fast Attack:

-Screamers are allegedly the same as before so I think most every army will see these guys still. A solid anti everything unit, for sure.

Heavy Support:

The Soulgrinder now seems like quite a decent option for the points considering it is a cheapish platform with Skyfire options and great shooting all around.

All in all, I like how it is turning out and I only hope now that GW erratas the Chaos Space Marine codex to allow Thousand Son troop sorcerers to upgrade mastery and allow access to Divination for Sorcerers in general with Mark of Tzeench.

Now for the rumors...


This has all been taken from this blog (which I think has been getting stuff from 4chan) if you guys want to check it out and look around.

"Coming from 4chan as I get it...  Will be updated a few times. 

All deamons still got a 5+ invul, this counts also for every vehicle.



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

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 1 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

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."




3 comments:

  1. I've preordered my copy at my FLGS. I'm pretty excited about the rumors as it really looks like I can re-imagine one of my favorite 40K armies that I've played in over 20 years; Word Bearers. With the 3.5 Chaos Codex, I ran a good mix of CSM and Demons and the list always made for fun games and had all the tools necessary for whatever situation arose. Definitely looking forward to seeing the synergy Codex: CSM and Codex: Demons brings.

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  2. I'm not really a daemon fan but one thing I'm loving about this release is that it appears GW is laying the foundations to a solid 6th release. No generic space marines as a first release but a focus on the antagonist to the entire 40k fluff I think is a positive start to the new edition.

    Glad to see you are surviving law school (it gets easier after first year - then you get kicked in the pants once you enter the work force). Keep up the great work you've accomplished with this blog.

    Kaughnor.

    ReplyDelete
  3. I agree that the demon codex has some good synergy with CSM, however, the way the books are designed means that I can't build the army however I want (heralds are only for primary demon detachment).

    Law school is going well, I'm passing my classes and am ranked pretty high in my class =).

    ReplyDelete