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Daemon Rules and Stats Revealed?

By Rob Baer | February 26th, 2013 | Categories: 40k News & Articles, Tabletop Gaming News & Rumors

More updates leaked out today about the upcoming Daemons book for 40k, and well as a Daemons player, I’m actually not disappointed yet.  Sure some of the OP stuff will be adjusted along with out of date mechanics like “gifts”,  but as of right now I’m still seeing some powerful trends.

Seems like the book is going the way of Chaos, and Dark Angels to force you to bring more low cost units that work well with other low cost units.

Sure there seems to always be a budget build- something you can make with a low model count, like Abaddonwing, or Tri Land Raider for the Dark Angels, but it seems like the emphasis is on getting us to buy more models and field bigger pointed armies.

If these rumors hold true, 40k Daemons seems to be no exception. So here’s to looking forward to the offical release this weekend when all will be revealed in true Tzeenchian form!

From Faeit, with points costs removed. (but you can see the entirety of the article here).

Chaos Daemon Information: Instability, Point Costs, and Blood Thirster Stats

We are getting almost no codex information yet, but lucky for us, we have our first real bit of information from someone that has spent some time with the codex. It might be later that we try and get a QnA session going, but at the moment we, at least myself, are grateful for what we get.

So enjoy the latest info, and I am sure more will be coming. Remember, always take a grain of salt until the codex is in hand.

via the Faeit 212 inbox (has to remain anonymous source)
Daemonic: Instability
If you lose 25% of your unit at the end of your close combat phase then you must take a leadership test on 2d6.  You subtract the amount of models lost to the overall leadership total. If you pass then nothing happens otherwise you lose wounds equal to the amount you failed the combat by.

For the case of shooting then the daemons count as being fearless.
If a herald joins a unit then the unit is not effected by daemonic Instability

Heralds: have +1 to weapon skill, wounds, initiative, attack and have LD 9-10
Soul grinder has sky fire in profile (Land Raider pts base)

All daemon units have a 5+ invulnerable save as standard.
There is upgrades to give heralds 3+ and even 2+ save (although it is very expensive)

Greater daemons are beasts – the keeper of secrets have 6 base attacks and gains more attacks for every kill. She also has rending.

Blood thirster- has amazing stat line:
WS  BS  S   T   W   A   I   LD  SV
10    5   8   7    5    5   5   10  4+

Re- rolls all failed to hit and to wound.
All greater daemons have the option for 2+ save – although it is on the  Land speeder pts+ mark

Fate weaver can make a enemy hero turn into a spawn if they fail an invulnerble save.
Still re-rolls saves (but only invulnerable – no longer armour)

Basic troops stay the same, points have been reduced minimal
Bloodletters – reduced by a point
Daemonettes – reduced by 2 points but are now strength 4 on the charge.
Plague bearers – reduced by 3 points a model but have lost feel no pain but gained shrouded.
Pink horrors- increased by 2 points but have better saves.

Blood crushers are now monstrous beasts and have rage.  (They are really expensive)
Beast of nurgle are vastly improved – and have gone up in cost by 30+ points

Physic powers are a bit to random and can hurt you badly if you roll badly
Nurgle is the best of a bad bunch.

About the Author: Rob Baer

Virginia Restless, Miniature Painter & Cat Dad. I blame LEGOs. There was something about those little-colored blocks that started it all... Twitter @catdaddymbg