Daemons of Chaos are getting psychic powers now, which brings them on par in the psychic battles that can rage across the tabletops. Here is a new set of information just in concerning Daemonic Psychic Powers, gifts, and artifacts.


via Raziel from the Faeit 212 inbox
some stuff.. every unit got cheaper...
horrors are almost twice as few points as of right now.
daemonettes are now below 10 points..
bloodletters 4 points cheaper
plaguebearers also below 10 points.
big schock though : bloodletters t3 and plaquebearers t 4.

here are the psychic powers :
psychic powers of tzeentch:
primary:
24" s 5 ap 4 assault 2w6, 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.
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psychic powers of nurgle:
primary:
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.
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slaanesh psychic powers:
primary : 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-
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gifts:
lesser gift table:
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)
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greater gits :
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)
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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:
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artifacts:
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 charactermodels 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 isntantly without saves allowed.
so for 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 -

75 Comments:

  1. If this is true then the Anon and Mickey from the former news were full of it. I really hope that they weren't those types....

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    1. My information I shared was emailed to me during the day. I was basing my information that I was handed.

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    2. Ok, I don't know what to believe, but it sure must piss you off spending time to answer people based on an email with false information.

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    3. At the time of doing the Q&A (which I was told not to do) I was under the impression all the information handed to me was 100% from the codex. I have already asked for answer of why I was given shit but have had no reply

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  2. I actually like that Bloodletters have a T of 3; if this is true.

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    1. Most marine players probably like it.

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    2. Let's face it, it's just to make them cheaper, therefore larger units, therefore more models, and marine players can kill them more easily.
      I would prefer them to be double the points and much better, I liked the idea of daemons being quite elite.

      Why would you like the T3? I just don't get it.

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    3. I can confirm that Bloodletters are Toughness 3. But they only cost 10 points now.

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    4. Bloodletters used to have only T3 back in the Realms of Chaos days. To me a Bloodletter is more about strength than toughness. With a base statline of 3 then you have the Plaguebearers with T4 and S3 with the Bloodletters having T3 and S4.

      Of course this assumes that the Daemonette sticks with both T3 and S3 but with A3 instead of A2. Pink Horrors with T3 and S3 but with the wacky psychic powers. It's all about the symmetry.

      With T3 you pay less, with T4 you pay more. It all washes out in the end- either way I'm happy.

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    5. You mean either way people are buying more models.

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    6. Plaguebearers actually have S4 and T4, Damonettes have A2. They and Horrors only cost 9 points/model. They all can be upgraded by Heralds for which you buy the lesser, mighty or exalted presences. But I don't want to type it all out to you, so here is a summary of the profiles and weapons (please delete if it isn't allowed to post it here):

      http://s22.postimage.org/6utd1q1gx/CCD2013_profiles.jpg (it is in German again, but not that hard to decipher for you because it's basically all tables)

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  3. To be honest, having a hard time reading this due to lack of spelling/grammar/sentence structure.

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    1. Same here.
      Though i don't really know what the Warhammer Fantasy's rules are.. I assume these rules are for Fantasy, due to the word 'magic'. :)

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    2. @Dennis Gleeton- Oh, get over yourself. Bad grammar- god forbid someone try to do you the favor of leaking out some info on the codex.

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    3. Its probably bad grammar due to translation so its not that person's fault, but its a fair complaint, I can't read it for more than a minute before I have to go do something else because reading broken english gives me a headache.

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  4. I wonder if you're able to get an Eternal Blade and a Aetherblade at the same time in order to get an additional attack.

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    1. In which way is it cheesey?

      1. All the weapons rumoured are listed as " specialist weapons". If all HQs can only carry one weapon at a time then adding this rule would have little meaning.

      2. Most likely all HQs can choose a mix from these 3 types of gifts. Since you can swap a result with a weapon, does this mean you can have 2 weapons? Thus meaning can you have an additional attack for carrying 2 specialist weapons at the same time (just like a HQ having a PF and a LC)?

      Based on this it's a perfectly normal question. I don't know how you classify it as "cheesey".

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  5. Those rumours are true. They are translated from german to english. Yes you can have aethrblade + eternal blade

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    1. Ah great. It looks like you can make nasty HQs here, like a GUO with a Eternal Blade + Aether Blade. Roll on Biomancy and pray for Iron Arm + Warpspeed.
      With these, a GUO can basicly get alot of attacks, hitting like a truck and also being tough as nails with Str and T up to 10.

      Strength max 10: Base 6 + 1 (eternal blade) up to 3 from Iron Arm.

      Toughness max 10: Assuming it has T6 + 1T from Greater gifts + up to 3 from Iron Arm

      Attacks max 12: Assumming it's base is 4 + 1 from 2nd CCW + 1 from charge + D3 Warp Speed + D3 Eternal Blade.

      A GUO can be a real combatmonster here.

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    2. until a GK player begin using their psilencer that wound you on 4+ regardless of T and make you take about 20 save per turn.

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    3. plus the fact you have to roll for each piece of war gear randomly makes it almost impossible to get the exact war gear you desire. Unless you'r lucky.

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    4. Well the best options I see in the random table are the weapons, which you can trade out for and don't have to rely on random rolls.

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    5. Yeah, plan your army expecting the weapon. Roll to see if you get something better and if you don't, no big whoop.

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    6. Unless they're tailoring (which you shouldn't let them unless you're bringing CSM too) GK armies shouldn't be bringing psilencers unless they really are that paranoid (the Inquisition paranoid? Pfff) that they'll face daemons

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    7. I want WYSIWYG on those guns now. That looks an awful lot like those Psycannons you normally spam. lol

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    8. @Besbin: Until CSM spamming Ectoplasm Cannons instagibbing those pesky Paladins, including Draigo along with all their psilencers.

      Anyways, agree with Leon Trollski. Almost every weapon seems to be decent - good, so it's better to aim for it at the start. If you happpen to roll twice on the same table then chances are fair you get something decent out of it along with the weapon.

      So far the Greater Gifts seems to be solid for almost every HQ and Exalted Gifts are there for more added fun. I'm looking forward for more details regarding these gifts and such.

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    9. I will live with it so long as Daemon Princes can roll on all three for less than 150 points.

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    10. The costs for rolls appear to be 10/20/30.

      DP is probably limited to 50 points or rolls though.

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    11. Dammit! I was looking forward to that...

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    12. Yes, most likely there will be a cap on spending gifts, else you' d spend 180 points and you can immediatly take all exalted gifts w/o ever rolling for it. Maybe sth like:

      GDs - 70-80 (just out of reach to take 3 exalted gifts)
      DPs - 50ish
      Heralds - 30-40

      Just my guess.

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  6. Welp there goes the neighborhood. I didn't like the fact that Daemons were getting psychic powers and I don't like them being a hoard army either. Seems like I wasted all the time collecting the some ten thousand points of daemons I have.

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    1. You have some 10000 points and have issues with them becoming a horde-ier army? Okay... That I don't really understand, I'd be happy to be actually able to field a bit more of that collection, but hey, if that is a reason for you to call it a waste of time by all means sell your stuff on ebay. And be sure to post links. :-)

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    2. Well, if you want to keep them...

      Why, why do people confuse hoard (to keep) and horde (lots of)?

      As for getting rid of your models - don't get me started. If you play and army you do so because you like it, not simply so you can win games and want the latest win at all costs nonsense.

      And yes, I'm grumpy. Just adapt your tactics. Let's wait for the codex, eh?

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    3. This comment has been removed by the author.

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    4. @NinjaFresh. If you are telling us with a straight face that Daemons having psychic powers and cheaper point costs is going to push you over a cliff and into the abyss then I'm calling shenanigans.

      Daemons from the warp having psychic powers is a step too far, a line crossed, etc...Or, they come from the warp and dare lay claim to psychic powers. You know, that pesky realm that Daemons are made up of is where Psychic powers come from. OMG- the gall! Bold and daring of GW!

      Like I said- if yourr nerd rage/drama pushes your 10,000 pt (who cares- is this some chest thumping or bragging rights that you have with 10,000 pts?) army into the trash bin then you get what you deserve.

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    5. 10,000 points?!?! That sounds like a horde army to me...

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  7. hmmm, curious. not a massive fan of random upgrade table to be honest. At least there is a default switch out option. wouldn't worry about hordes of daemons, thats the part I imagine is fantasy costing, just cant see 9-12pts daemons.

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    1. Actually bloodletters are 6 points cheaper then currently. Horrors are 8 prs cheaper. Daemonettes and plaque bearers cost the same as the new Horrors

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    2. While plague bearers might have bad teeth, I'm not sure a dentist could help them.

      If daemon troops are that cheap something's wrong with them. It's almost termagant points levels.

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    3. The something wrong seems to be the loss of toughness and fearless + instability

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  8. Well, gotta wait for the book, but on what I've read so far I wouldn't be at all worried if a warp rift opened up next to me.

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  9. Say what you will about the rumors so far. What I see is a codex with a lot of flavor and thought put into it. It almost makes me think that the CSM and DA codices were rushed out the door so they could spend a lot more time making the daemons codex flavorful.

    If the CSM codex had this much flavor I think there would be far less complaints. Note that by "flavor" I don't mean "power", I mean "lots of rules and options that support the fluff".

    CSM got a table of random stuff. Rather than make a smaller table with very unique, fluff supported buffs, we got stuff like "+1 attack". Don't get me wrong, I much prefer our current CSM codex to the previous one by far. However, I admit parts of it seemed rushed, and I suspect this new daemons codex is the reason why.

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    1. I also suspect Ward and Kelly worked together on the rules to make sure Ward doesn't buff them into Oblivion. I think Kelly kept him in check to make sure they get as many things that can hurt them as can help them. Otherwise, I think if Ward did the warpstorm table by himself, you'd see 11 results that would each destroy half the opponents army in one turn.

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    2. Give ward a break, the bloke made a terrible grey knight book and people don't let up on it. He is only human & he did what he thought was best.

      move on & enjoy him future work - which has been better. On the matter of flavour I could not agree more but I would rather have rules than flavour as fluff is not that interesting to read I find.

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    3. Don't forget the broken Necron codex.

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    4. Have to agree with this. Warp storm and random gifts are a great fluffy start for CD. CSM was as bland as black and white TV.

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    5. Grey knights, blood angels, necron, and darmons of chaos. Note that all of those have compleatly broken parts of their army and options that arnt worth taking.

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    6. all codices have options not worth taking.

      The only thing that is completely broken in any of those codices are the new daemons. Do we even know that ward wrote the new tzentch daemons?

      I'd also like to point out that IG reigned as the most OP codex for ages, and ward had nothing to do with that. I am also amused that you don't mention Long Fangs, and/or blood claws while you are talking about codices with broken stuff, and stuff that is useless.

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    7. He is referring to the current WHFB Daemons, which Ward wrote, and while they are not as bad in 8th, they were straight up broken in 7th.

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    8. I guess I see it differently. I think the chaos boon table and all these random charts are too fluffy by half. I don't want to pay 10 points for a random roll on a table, I want to be able to build a lord that doesn't necessarily look like every other lord on the board. When I heard about chaos relics and such I assumed we'd have an armory of cool toys. I want to be able to make a character on par with any of the named ones with upgrades. I'd love to be able to get special relics in the hands of my champions. Or gifts from the gods. You could even include downsides like with the daemon weapon.

      I don't want to sound like I'm complaining, Kelly's CSM was a massive improvement. The recent WD updates still have me hoping we'll get a big chaos update either in a lull or after the mass updates are done. Even still, as it stands I find that as a fluffy player, I got half of what I wanted, and it wasn't the better half.

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  10. Potential to have to add a lot of new units to the table during gameplay, which is bad because A) I don't want to spend that much money buying more troops, and B) I only like the last edition metal pink horrors, which are more expensive and difficult to find on eBay. >:(

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    1. I have 24 old metal horrors i am currently not using. Unfortunately they are all on square bases. I have one upgraded to a banner and one as a musician. 10 are painted. Let me know if you would like to trade.

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    2. I would! Just to be clear, these are the Juan Diaz sculpts, right? How do I contact you?

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    3. My email address should be in my profile.

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    4. My email address should be in my profile.

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  11. Man, a 3 heldrake nurgle list could really spam those AP3 templates. Ballistic skill? We don't need no stinking ballistic skill!

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  12. How many new units were rumoured to arrive with this codex?

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    1. 3 I believe, the 2 chariots and the plague drones. The chariots are dual kits so their role as a dedicated transport may technically qualify as 2 new vehicles, so I guess if you want to be charitable 5. But really 3, since they had chariots before, they just got more rules this time.

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  13. These sound like fantasy stat lines to me, in fantasy Bloodletters are already T3 and Plaguebears are already T4.

    I can't see them making such drastic alterations to basic models as it will completely change their fluff, bloodletters should be harder to kill than guardsmen.

    Obviously only their point cost matters from a competitive point of view I just like my daemons being scary monsters not little annoying things that might be scary if they have enough numbers.

    I like the random stuff, the clue is in the name of the codex 'Chaos' Daemons, it won't suit competitive play which will annoy many but I have other armies for that and think it fits the flavour.

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    1. Guardsmen don't get invulnerable saves?
      TBH, I'm a bit miffed plague bearers are only as tough as marines, nurgle already has swarms of troops in nurglings but I'll live :P

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  14. The only thing which bothers me right now is 50% of the time Horrors will be useless because they roll as a unit to hit with their psychic power... less due to psychic tests, deny the witch, Eldar, etc. Would giving them a basic shooting attack really have made them too good?

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  15. This sounds a lot more flavorful than the random charts CSM got, also, I would say 90% of their psychic powers sound useful, rather than the crap CSM got. Say what you will about Matt Ward, he writes Codexes that are fun to play. It's not that Kelly's CSM was bad, it's just that at the end of the day it feels bland compared to what it could have been if Ward had written it. I might actually start a small Daemon allied contingent to spice up my CSM.

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    1. If you compare Kelly's CSM Codex to the previous one, it is most definatly not bland. Compairiing it to ones hopes and dreams I suppose it could be bland, but is that a fair assessment of the codex? I prefer to compare a new codex to the one it has replaced. In the case of the 2 Codices already out in 6th edition, they are both improvements IMHO. I hope the new CD Codex will be as well.

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    2. I disagree DA was an improvement, but I play pure DW, so my army is not actually viable anymore as a result.

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    3. True, one play style did get nerfed due to points, however that was the only viable tournament build for years. Now you have a lot more viable tournament builds in the codex. Unfortunatly all terminator isnt as good....but that's one asspect out of an entire codex that did as a whole book see many improvements.

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  16. Well, I'm satisfied. Bare minimum, I can make a beatstick GUO and take some infiltrating nurglings to mess with my opponents. 4 wounds is pretty nice, 105 points for 28 wounds, although they hate templates.

    The new rumored points drop and stat line for plague bearers makes a bit more sense. Not what I wanted but the loci at least can make your plague bearers hit like they are S6 or live longer. We'll see how the book feels.

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    1. They are still amazing objective markers especially with a herald in there. Amazing high toughness killers also with +2 poisoned loci from a herald. Not seen what the nurgle banner does yet but apparently it is brutal!

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  17. Having read most of the rules now (if true), I am very happy. Was really wrong to judge so harshly with out seeing everything I admit. Mono Nurgle are amazing, more so than last dex imo!

    GUO is insane even without gifts! PB's can be given +2 poison attacks with herald and fnp back with an ap3 poisoned template attack ontop!! Instant death drones!! :D

    Everything I have read on the other Gods is pretty much insane as well especially Khorne. Fiends and flamers unfortunately look as though though they took the biggest hit and no way near as good as before. The Mask seems awesome though and seekers are dirt cheap.

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    1. http://blog.spikeybits.com/2013/02/daemon-rules-and-stats-part-iii-good.html?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+SpikeyBits+%28Spikey+Bits%29

      If have not read yet.

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