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Codex: Chaos Daemons


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3 hours ago, Putrid Choir said:

It happens. Tau rail guns, Tyranid's massive buffs, drukhari for awhile after their codex dropped, deathwing perma transhuman. It sucks, but if codexes didn't creep how would they get band wagoners to jump codexes?

Well I don't know about you but I have always been a fan of... Hang on.

*checks calendar*

Chaos Daemons! Skulls for the... Blood thing.

Just have to enjoy the ride at this point. Will be a shell shock for the dedicated players going from dumpster to demolisher overnight though.

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We'll see if a near purely melee army with 5+ saves will dominate the meta.  Obviously we haven't seen most of the rules but I see them as scary if they make it to you but completely manageable if you have decent shooting or get the charge off with assault units.

Greater daemons will be an exception but they always have been and they're limited to 1 per detachment. 

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Daemoms do not have an insigificant amount of shooting/ranged pewpew (Physics mostly, Khorne has stuff like their cannons, soulgrinders etc) as an aside tbf. Not to same extent of most factions but it is respectable amount, albeit skewed to tzeentch and nurgle last I checked

Edited by Schlitzaf
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An improvement, and yet doesnt tickle me pink, blue, and yellow.

A +1 to S,T,W, and the same is the same except that its not ignored by invuln ignoring weapons. 

The main weapon is D2 instead of random d3. Is it still heavy?

An extra d6 hits, and one better strength. Is this still pistol?

Melee damage indicates that the screamer attacks are unchanged, and the flamer itself lost a pip of AP but gained one attack. 

The +1 S to flamers is new, and the minus to psy tests gained 3".

Edited by Ahzek451
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"Happy Monday folks. Here's some insight into psychic goodness from our daemonic friends.

A few tidbits:
Treason of tzeentch has an entirely new purpose. No more mind controlling your opponents unit/model to fight for you. It's now an effect that exists elsewhere in the game, but isn't terribly common.

Gaze of Fate is no longer a free reroll, but now interacts with Warp Storm Points in an interesting way. 

The Slaanesh discipline is (imho) almost all good stuff. Fighting in the psychic phase is gone, true, but most all of these spells have a time and a place they want to be used.

Khorne, obviously does not have psychic powers.

That said here's a brief sampling from Tzeentch and Slaanesh (edit: and nurgle). Please note again that the wording on some of these is not final, and we may see changes between now and release. 

Two Tzeentch Spells
Bolt of Change (7): Choose a unit within 12" and visible to the caster, roll 9d6. Each 5+ is a mortal, for each model killed that unit takes an additional mortal wound.

Infernal Gateway (8): The closest enemy within 12" and every enemy within 3" of them takes d3 mortals. On a 12+ they all take 3mw.

Two Slaanesh Spells
Symphony of Pain (7): Choose a visible enemy unit within 18", they have -1 to hit and -1 to wound in melee

Hysterical Frenzy (7):  Slaanesh CORE unit within 18" gets +1A and exploding 6s in melee.

Two Nurgle Spells
Nurgle's Rot (7): Roll 2d6 for each enemy unit within 6" - if you beat their toughness, they take d3 mortals. If you double their toughness, they take d6 mw.

Miasma of Pestilence (8): Pick an enemy unit within 18", it cannot preform actions, any actions it is currently performing fail, and it loses obsec."

-usual source

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3 hours ago, Blight1 said:

"Happy Monday folks. Here's some insight into psychic goodness from our daemonic friends.

A few tidbits:
Treason of tzeentch has an entirely new purpose. No more mind controlling your opponents unit/model to fight for you. It's now an effect that exists elsewhere in the game, but isn't terribly common.

Gaze of Fate is no longer a free reroll, but now interacts with Warp Storm Points in an interesting way. 

The Slaanesh discipline is (imho) almost all good stuff. Fighting in the psychic phase is gone, true, but most all of these spells have a time and a place they want to be used.

Khorne, obviously does not have psychic powers.

That said here's a brief sampling from Tzeentch and Slaanesh (edit: and nurgle). Please note again that the wording on some of these is not final, and we may see changes between now and release. 

Two Tzeentch Spells
Bolt of Change (7): Choose a unit within 12" and visible to the caster, roll 9d6. Each 5+ is a mortal, for each model killed that unit takes an additional mortal wound.

Infernal Gateway (8): The closest enemy within 12" and every enemy within 3" of them takes d3 mortals. On a 12+ they all take 3mw.

Two Slaanesh Spells
Symphony of Pain (7): Choose a visible enemy unit within 18", they have -1 to hit and -1 to wound in melee

Hysterical Frenzy (7):  Slaanesh CORE unit within 18" gets +1A and exploding 6s in melee.

Two Nurgle Spells
Nurgle's Rot (7): Roll 2d6 for each enemy unit within 6" - if you beat their toughness, they take d3 mortals. If you double their toughness, they take d6 mw.

Miasma of Pestilence (8): Pick an enemy unit within 18", it cannot preform actions, any actions it is currently performing fail, and it loses obsec."

-usual source

Interesting stuff, is the same source the one on the initial video floating around youtube? That one mentioned treason of Tzeetnch being changed to taking away auras I believe. 

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On 7/25/2022 at 11:12 PM, Putrid Choir said:

How can the cannon not be good? Schlitzaf says Daemons shooting doesn't suck...

What I said was there shooting is respectable/not insigificant to be clear. (Not neccesarily “good”. But given its often assault + quality statlines, (or even memetically pistols) is respectable).

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