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our newest deamon info! 40k - Whfb
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Old 29 Mar 2008, 14:20   #1 (permalink)
Shas'Saal
 
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Default our newest deamon info! 40k - Whfb

here, this was sent by one of our chapter masters, we assume that if its in our hands, that its all over the web! but we didnt see this compiled list on here yet...... these "rumors" tend to be mostly true when they come from him.

the pictures wont seem to paste on, but those are everywhere by now

ENJOY!


Daemons Rumored Summary

This rumour summary was posted over at Warseer.

How will this army book interact with the Hordes and Beasts of Chaos army book?
It appears that it is a stand-alone book, similar to how the Daemonic Legion
list was and how the Daemon Codex for 40K has been confirmed to be.

What about the Daemons in the Hordes of Chaos book?

It would appear that these are used as they currently are until the Hordes book is redone in November this year. So for about six months there will be two sets of rules for Bloodletters, Daemonettes, etc.

New models

Daemon Prince??? (box of 1 plastic model?)
Herald of Khorne on Juggernaut? (box of 1 metal mini)
Bloodletters of Khorne (box of 10 plastic minis)
Daemonettes of Slaanesh (box of 10 plastic minis)
Flesh Hounds of Khorne? (box of 5 metal minis?)
Fiends of Slaanesh? (box of 5 metal minis)
Beast of Nurgle (box of 1 metal mini?)
Horror command group (box of 3 metal minis)
Plaguebearer command group (box of 3 metal minis)

This will be pretty much the same for both 40K and Fantasy. The 40K one come with a Soulgrinder.

Daemon Spearhead box (32 minis)

1 Codex/Armybook
10 Bloodletters
10 Daemonettes
5 Fleshhounds
1 Bloodcrusher
1 Beast of nurgle
1 Fiend of slaanesh
1 Epidemius
1 The Masque
1 Skulltaker
1 Keranak
1 Soulgrinder (only in the 40k one)

Amy special rules:

- Instability is altered somewhat, now there is no special effect of rolling above your basic Leadership, so you just take a modified break test and lose a number of wounds equal to the amount you failed the roll by.
- Supposedly, units within 12" of the army general may take their Daemonic Ward save against any kind of attacks, not just non-magical ones. Units more than 12" away from the general follow the current rules for Daemonic auras.

Lores of Nurgle, Slaanesh and Tzeentch

- different from the ones in the other two chaos books

Daemon Lore of Tzeentch

- Supposedly only 6 spells

#1: Flickering Fire of Tzeentch: D6+1 hits, Strength D6+1, 24" range
#2: Boon of Tzeentch: Adds D3+1 Power dice to own side's dice pool
#3: Gleam 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
#4: Bolt of Change: 2D6 hits, Strength D6+1, 30" range
#5: Gift of Chaos: all enemies within 12" takes D6 Str D6 Hits
#6: Tzeentch Firestorm: One Strength 5 hit per model in unit, wounds caused creates horrors, range unknown.

Daemon Lore of Slaanesh

#1: Enemy unit must test for Stupidity each turn for the rest of the game

Lords

[/u]- Greater daemons are supposedly more modifiable than currently, more resembling how they were in 5th edition.

Bloodthirster, Greater Daemon of Khorne

- Believed to be getting a rule called Eternal Frenzy so it does not loose its frenzy.

Changer of Ways, Greater Daemon of Tzeentch

- Level 4 wizard

Keeper of Secrets, Greater Daemon of Slaanesh

- Level 2 wizard, may be upgraded to level 4

Great Unclean One, Greater Daemon of Nurgle

- Level 2 wizard, may be upgraded to level 4

Daemon Prince

- Possible new plastic set

Heroes

- Chariots are only available as a mount for Heralds
- Supposedly there will be no Undivided Heralds
- It is possible that there will be no "generic" Herald models and that people will be expected to use or convert the special character ones (see below) instead. Or it might be that there will be a plastic Heral set at some point

Herald of Nurgle

- May ride a Palanquin of Nurgle or a chariot pulled by Beasts of Nurgle
- Grants the Regeneration special rule to Plaguebearer units he joins

Herald of Khorne

- May ride a Juggernaut of Khorne or a chariot pulled by Juggernauts
- Grants the Hatred special rule to Bloodletter units he joins
- Has Magic Resistance 1.
- Has Killing Blow.
- Has access to 7 new gifts.

Herald of Slaanesh

- May ride a Steed of Slaanesh or a chariot pulled by Mounts of Slaanesh
- Grants the Always Strikes First special rule to Daemonette units he/she/it joins

Herald of Tzeentch

- May ride a Disk of Tzeentch or a chariot pulled by Screamers
- Grants Horror units he joins a 4+ aura save instead of the normal 5+ aura save

Core

- The Leadership of the Core daemons are supposedly the same as in the Hordes of Chaos book (in the Daemonic Legions list it is higher)
- One unit per god (plus Furies)?

Bloodletters of Khorne

- New plastic models
- Toughness increase
- Believed to be getting a rule called Eternal Frenzy so they do not loose their frenzy.
- What Hellblades will do (if they end up being anything special) is not known, though in 5th edition they were identical to Wight blades, which now have the Killing Blow rule
- Have Killing Blow
- Magic Resistance 1.

Daemonettes of Slaanesh

- New plastic models

Plaguebearers of Nurgle

- New metal command models, possibly a plastic set at some later date
- Poisoned attacks

Horrors of Tzeentch

- New metal command models, possibly a plastic set at some later date
- 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
- Spells are set depending on the unit's level (lvl 1: spell #1 Flickering Fire of Tzeentch, lvl 2: spells #1+4, lvl 3: spells #1+4+5, lvl 4: spells #1+4+5+6)
- Improved WS, but lower Ld
- All attacks are flaming
- Noticeably cheaper

Chaos Furies

- No news
- Do not count towards minimum number of Core?
- Might be a Special unit

Special

Nurglings

- Although they act as a swarm they still follow the rules for instability
- Almost certainly no longer 0-1
- Scouts(!)

Flesh Hounds of Khorne

- May be upgraded to have Magic Resistance 3, Killing Blow or the ability to ignore terrain penalties
- New models?

Screamers of Tzeentch

- Strength and Toughness reduced
- Strength of slashing attacks up to 5, may make slashing attacks to all units they move over, not just one
- Slightly cheaper

Flamers of Tzeentch

- If the Fantasy list resembles the 40K one, these will be a separate unit

Seekers of Slaanesh

- Equivalent to mounted Daemonettes (i.e. the ones on cavalry bases), NOT the daemonettes on Steeds of Slaanesh from the Storm of Chaos list

Rare

Bloodcrushers of Khorne (Bloodletters riding Juggernauts)

- New metal models
- Improved armour save
- Frenzied (1 base A from rider, 2 from steed, so 5 attacks in total while Frenzied)
- Believed to be getting a rule called Eternal Frenzy so they do not loose their frenzy.

Plaguebeasts of Nurgle

- New metal models
- Do not have riders.
- Beasts have D3+2 poisoned attacks
- "Slime Trail" rule means that enemy units do not get bonuses for charging flanks and rear

Fiends of Slaanesh

- Very fast with a movement of 9.

Flamers of Tzeentch

- A separate unit, not longer hangers-on for a unit of Horrors
- Flame shooting is D6 S4 shots per Flamer, 18" range
- Close combat attacks go up in Strength and are flaming

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.
- There are supposedly twelve special character, which is not that excessive as it might sound since the models are also in the 40K Daemon Codex.

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?)
- 40K version has only one(!) wound, but doubtless some special rule to make up for it
- Increases the survivability of units within a radius of the model.

Kugath, the Plaguefather (Greater Daemon of Nurgle)

- Has two special rules: Blessing of Pus which is realy nasty shooting attack and Nurgling Infestation.

Skarbrand, the Exiled One (Greater Daemon of Chaos Undivided)

- Has the best statline in the book.
- All models within 12" gain hatred.

Tallyman Epidemius (Herald of Nurgle)

- Mounted on a Palanquin of Nurgle
- Confers extra abilities to nearby Nurgle daemon units the more it kills.

The Masque (Herald of Slaanesh)

- Kicked out of Slaanesh's entourage for being able to out-dance Slaanesh.
- Has a special rule in 40K called the Eternal Dance which allows him to 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.
- Has a 3+ ward save.

Skulltaker? (Herald of Khorne)

- Angry, Bloodletter-style model, wearing some kind of coat or jacket
- Must issue or accept a challenge if able to do so.
- Eqquiped with a hellblade.
- Kills enemies outright on a 4+ to wound.

Bluescribe (Herald of Tzeentch)

- Has BS4.
- Has all of the shooting spells.
- Must roll to determine which spell is used.

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.

Keranak, Hound of Vengeance (Flesh Hound champion)

- Model has multple heads

Plus three more special characters???

Stuff removed from the list

- Exalted Daemons (use as Daemon Prince)
- Pleasureseekers of Slaanesh (use as Fiends or Seekers, possibly counting each model as two, or as Heralds)
- Plagueriders of Nurgle (use as Beasts of Nurgle, or as Heralds riding Palanquins)
- Changebringers of Tzeentch (use as Screamers, Heralds riding Disks or as unit fillers in Horror units)
- Daemon chariots as independent units (can now only be taken as mounts for Heralds



Edit: Removed stats from unit listings. - Cadaver
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Old 29 Mar 2008, 21:15   #2 (permalink)
Shas'O
 
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Default Re: our newest deamon info! 40k - Whfb

It's a bummer I only like the Khorne models, really, because I play Nurgle and I hate the Nurgle Daemons (the beast of Nurgle is OK, but I don't like any of the others. Meanwhile, I like all of the Khorne ones except for a few (Bloodletters I'm not too crazy about, for one).
Oh well, I guess I'm not incorporating any Daemons into my army. However, I could do a lot of cool conversions with the Khorne hounds.
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Old 29 Mar 2008, 23:16   #3 (permalink)
Shas'O
 
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Default Re: our newest deamon info! 40k - Whfb

Well, the plastic greater demons rumor was false, it appears they're just repackaging the old ones again. I hate those metal models, they're not worth $50 each. :-\

And I doubt there will be a plastic demon prince either, at least not in May.
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Old 30 Mar 2008, 01:13   #4 (permalink)
Shas'Saal
 
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Default Re: our newest deamon info! 40k - Whfb

yeah, what is up with the $50 greater deamons? :-\

and we are actually less excited then we think that we should be..............

I guess if your a pure fantasy player then this is all great, but the whole thing about chaos having two different codexes in 40k is pretty lame.

which leaves the question? what is the HQ unit choices for 40k chaos.

will be interesting for us to see if they put terminator lords and sorcerers up there, or if there will be some goofy exalted deamon lord prince guys.

we all hope that we dont have to say this "why didnt they just take the old 3rd choas codex, and make it better............now these two are both falling short of expectations" :'(
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Old 30 Mar 2008, 01:30   #5 (permalink)
Shas'Ui
 
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Default Re: our newest deamon info! 40k - Whfb

I have to admit I'm confused by Daemon list's fluff... how exactly do they function? Seem kind of specialised and weird...
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Old 30 Mar 2008, 01:47   #6 (permalink)
Shas'O
 
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Default Re: our newest deamon info! 40k - Whfb

Quote:
Originally Posted by GorillaTactics
yeah, what is up with the $50 greater deamons? :-\

and we are actually less excited then we think that we should be..............

I guess if your a pure fantasy player then this is all great, but the whole thing about chaos having two different codexes in 40k is pretty lame.

which leaves the question? what is the HQ unit choices for 40k chaos.

will be interesting for us to see if they put terminator lords and sorcerers up there, or if there will be some goofy exalted deamon lord prince guys.

we all hope that we dont have to say this "why didnt they just take the old 3rd choas codex, and make it better............now these two are both falling short of expectations" :'(
It's not really the price that bugs me so much, it's the quality of the model you're buying...the Nurgle and Slaanesh GDs are especially terrible, I could sculpt something better myself. The best-looking GD is the Tzeentch demon.

I wouldn't pay more than $35 for any of them, and that's still being quite generous.

Anyway, I'd much rather see them put some effort into the Dark Eldar line, they're in dire need of better models (and right now you apparently can't even field a legal army anymore, they took the HQ models off the site :-\), but I still would have liked to see a few plastic demon kits.

Quote:
I guess if your a pure fantasy player then this is all great, but the whole thing about chaos having two different codexes in 40k is pretty lame.
It's not a chaos codex, it's a demons codex.

But yeah, I think a lot of us find this rather confusing. They sapped all the flavor out of the CSM codex, giving them generic demons, no legions, generic everything...and put more focus on newly-turned Marines instead of the thousands of years old traitors. And then bam, an all-demon army comes out that, for some reason, can't be used with Chaos Space Marines. ???

CSM can fight with demons, but not these demons. lol whut?

As for the 40k HQs, I think it was posted on Warseer...you can use heralds (chariots in 40k, two count as a single HQ) or greater demons to lead the army, or special characters I assume.

Quote:
Originally Posted by Behdini
I have to admit I'm confused by Daemon list's fluff... how exactly do they function? Seem kind of specialised and weird...
Well, I think it was explained earlier that demons can come forth from the warp without needing sacrifices or summoning, but still...I'm with you, I think it's just weird and I don't quite get it.
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Old 30 Mar 2008, 01:54   #7 (permalink)
Shas'Ui
 
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Default Re: our newest deamon info! 40k - Whfb

Quote:
Originally Posted by Sidstyler
Anyway, I'd much rather see them put some effort into the Dark Eldar line, they're in dire need of better models (and right now you apparently can't even field a legal army anymore, they took the HQ models off the site :-\), but I still would have liked to see a few plastic demon kits.
Yeah, I wasn't even going to go there.
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Old 30 Mar 2008, 03:21   #8 (permalink)
Shas'Ui
 
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Default Re: our newest deamon info! 40k - Whfb

Yeah.....(BTW all the comments are going towards fantasy part of the deal) third overpowered codex coming up operantly. I just don't get it, is it so hard to actually make most of the stuff balanced? I mean orchish book came more or less recently and with lots of new models... But its VERY balanced.

Anyways, I hope they are not going to go overboard with another stupid "Always strike first" rule for all of them. But I think this time they are going to expoid killing blow and regeneration...
***Unit of T4 troops with 5+ ward and 4+ regen?! Are you serious? Its not only ignoring all regular shooting, but now warmachines get nothing on them. Shoot them with almost anything and they still get all their saves...***
Thats it, I'm going to try to pack a burning blade. ^_^
ASF and Magic will probably be there but I see that these two will get more of the juice. At least I guess I'll see more infantry on the board instead of damn "sit back" armies.

I doubt it will make lot of people happy when they will finally brake the game with one of these new "codexes". I don't think this will be the one though. Hopefully they are not going to go overboard.

P.S. One thing I don't get, why did they include like what 4 special chars per box?! I mean will you really going to use all four? It seems to me that for some odd reason they want to move them fast. Question is - why? I mean these are new sculpts, why not to make some regular heroes and sell them and call it a day? The only answer I see is easier access to even more powerful stuff (as if the regular stuff wasn't enough)...

Also how is the combination of all that dance will work? Will it all be just mixing all that together or four more-or-less "separate" armies?

Walk Tall everyone!!!!!
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Old 30 Mar 2008, 11:15   #9 (permalink)
Shas'Saal
 
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Default Re: our newest deamon info! 40k - Whfb

If you want to know what goes where in the Deamon armies...Go to the online store and the game of your choice(fantasy or 40k) click on deamons (on the sidebar whereall the army are listed) they are all organised into where they will go and what the models look like...
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Old 30 Mar 2008, 11:46   #10 (permalink)
Ethereal
 
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Default Re: our newest deamon info! 40k - Whfb

Awww... I gotta wait over a month to get my hands on those daemonettes...

I just can't hold it in for that long!! I want to get my greedy little mits on a few boxes of those maidens and get down to some converting!!

EDIT: My only complaint about the modellig range (Coming from a slaaneshi devout - I feel very sorry for you Tzeench and Nurgle fans) is the fiend of slaanesh. It's but ugly. I think im gonig to convert my own in a winged twilight theme.

SECOND EDIT: And is it just me or do the daemonettes have tails?
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