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New Chaos Daemons 9th Ed. 40k Rules Rumors & Previews

chaos rumors new wal hor warhammer games workshopNew rules rumors for Chaos Daemons in 9th Edition Warhammer 40k have been spotted, and previews from Games Workshop themselves!

Please keep in mind that all of this is pure speculation. It is worth noting that GW supposedly recently “fired” some of its playtester pool who were thought responsible for leaking rules. However, the information-sharing policy is supposedly okay once it is leaked.

Regardless here are the latest Chaos Daemons rules rumors and leaks with a look at the official preview by GW first!

Chaos Daemons Codex Art & Details Revealed By Games Workshop!

Table of Contents & Article Summary show

Chaos Daemons

There’s another ever-present threat lurking just behind the material veil. Gibbering, bloodthirsty legions of daemons claw at the walls of existence, taking advantage of any tear in realspace to manifest plagues and curses, tempt mortal souls, and slaughter untold millions. All it takes to invite devastation is one ill-considered ritual drawn from a blasphemous grimoire… speaking of which, Codex: Chaos Daemons is on the way.

As we said, there weren’t too many rumors floating around about when this would actually come out. Maybe that’s because it was basically next in line! Also, we’re not sure if many new minis will come with the book, but we expect at least one new character model.

However, they don’t give an exact date as of yet.

daemons codex

The warp-wrought children of the Chaos Gods are bursting out of the immaterium with a 152-page tome packed with eldritch esoterica, forbidden daemonology, and in-depth rules for games of Warhammer 40,000. There are more ways than ever to bend the mortal plane to your will, thanks to 56 datasheets split between the four Chaos Gods – and Be’lakor, with his very own Army of Renown – alongside 25 Warlord Traits, 24 Relics, 36 Stratagems, and a profane slate of psychic powers for all.

The book will be quite large and, from the looks of it, plenty for every Chaos god!

Warhammer 40k Daemon Saves Confirmed by GW! (August 6th, 2022)

Daemon Saves

Conventional armaments use crackling power fields and explosive force to punch through armour and alien hide, yet these munitions have little effect on inhuman horrors from the empyrean. Daemonic Invulnerability provides your seething hordes with two unmodifiable saves. The first represents their durability in melee, and the second offers them a defence against ranged firepower.

As you’d expect, Bloodletters care little about where the blood flows from in melee – and with those new stats, they’re even better at shedding it than before – but they make for a more challenging target at range. It might be their unnatural loping gait, or perhaps Khorne’s just too busy enjoying the spectacle of close combat to lend his protection?

As you can see, they are changing the saves to actually be two-parters (no longer just a single Daemon save) with one for melee and one for shooting. They also say they are unmodifiable, so even things that ignore invulnerable saves do not affect these (they say even Railguns don’t ignore them).

On top of that, Bloodletters are getting way better with extra Strength, Toughness, and an attack. However, it does look like they are all going down by 1 LD.

Pink Horrors

Daemon Saves 2

On the other hand(s), Pink Horrors are even squishier than before in close combat – but bullets and flames simply pass through their shifting forms as they blink in and out of existence. As with everything, this is by Tzeentch’s design – slaying one Horror just leaves you grappling with two more.

Pink Horrors having a 3+ invuln from shooting is actually pretty crazy. However, that’s offset by their 6+ in melee. Their profile isn’t changing much other than 3+ BS, which is nice, but again their LD goes down by one again.

New Khorne Daemons 40k Codex Rules (August 8, 2022)

Flesh hounds

We’ve already had a sneak peek at the blood-fuelled bulk-up in store for Bloodletters, but those hungry Flesh Hounds have also been at the protein – they’re gaining faster Movement, more Strength, and an extra Attack. This pairs up wonderfully with their new Savage Pounce ability, which confers extra Damage on their gore-drenched fangs if they’ve leapt into combat this turn.

They should be better than ever with better saves, more Strength, and another attack! Plus, they will be even stronger if you get them to charge!

Khorne Daemon Rules

The mighty Skulltaker delivers a delightfully straightforward interpretation of his name with his updated Skulls for Khorne ability. Not only can he re-roll hit and wound rolls against enemy CHARACTERS, but his other abilities also get a range boost for each champion he slays.

Holding his newly-acquired severed heads aloft, this iconic Herald of Khorne inspires lesser daemons to put their nose to the (skull)grindstone. His Lord of Decapitations ability allows him to boost the frenzied accuracy of a BLOODLETTERS unit within 6″… then 9″… then 12″. There’s no escape!

You really want to get your Skulltaker into combat with characters! Not only will you be re-rolling everything, but you will also increase your auras as well! Then the aura will really increase your core units’ power.

Stratagem

Khorne stratagem

Or – for just one Command point – you can unleash your rage in combat to get an extra pile-in before your foe can find their footing.

Getting an extra pile-in is quite awesome, or you can even get another free move, so just super strong and will let you get further into combat or closer to combat for cheap!

Warhammer 40k Chaos Nurgle Daemons Rules (August 16th, 2022)

Nurgle Daemons Rules

This turn of the rotting wheel means the forces of Nurgle lose their Disgustingly Resilient rule, which is replaced with a swollen Toughness stat, more Wounds, and those all-important daemonic saves.

Take the humble Plaguebearer, now more fecund than ever thanks to a hearty dose of Nurgle’s warp-phlegm and polish. 

So, going to 2 wounds, Toughness 5, 2 attacks, and a 5+/4+ is a huge improvement! They will be much harder to kill; with a 4+ from shooting and 5 Toughness, they will be even better for absorbing shots and sitting on objectives!

Beasts of Nurgle

Nurgle Daemons Rules 2

Beasts of Nurgle have been lapping at the brackish pool of the Grandfather’s prized poxes, resulting in a boost right across their profile. 

They also got way improved! With two extra Strength, one extra Toughness, two more Wounds, basically max attacks all the time, and the 5+/4+! If you love Beasts of Nurgle, then you just got a huge boost!

Just giving them six attacks takes away some of the terrible variances and makes them way stronger, and then when you consider the other profile improvements, just an insane buff.

Nurgle Daemons Rules 3

Grotesque Regeneration fully heals a Beast at the end of each phase, making them exceptionally resilient. Gooey Demise means that if someone does manage to squish one, it has a chance of popping like an acrid boil, dealing mortal wounds to all those unlucky enough to be caught in the foetid blast radius.

Well, with seven wounds, you have to destroy these in one go, or everything is wasted! As of now, they just regenerate to full wounds at the end of every phase! So if you can’t kill them outright, don’t even bother attacking them!

Pretty wild. Then, they can explode, which is always fun.

Feculent Gnarlmaw

Nurgle Daemons Rules 4

They provide a haven for Nurgle’s minions, replenishing models in Plaguebearer Infantry Core units on a roll of 6 in the Command Phase, and reducing the effectiveness of shooting attacks with a thick Shroud of Flies.

Considering all your units just got tougher with better saves, you can also get a -1 to hit. Then, you can keep replenishing those Plaguebearers, making them even better for sitting on objectives and soaking up fire!

New 40k Tzeentch Daemons Rules! (August 19th, 2022)

Tzeentch Daemons Rules

Flamers have also been burning calories (and everything else) at the gym, twirling from the warp with some serious boosts to their profile. As well as improvements to their Weapon Skill, Strength, Wounds, and Attacks, their classic Flickering Flames burn much brighter than before.

They basically grabbed increased stats for everything and not to mention they went up in wounds and have a 3+ Daemon save (in line with the horrors)! Then, the flames are super strong as they increased their Strength (wounding most armies on 3’s now) and with a minimum of 4 hits each. If you roll perfectly, just a unit of 3 could get 27 auto-hits.

Tzeentch Daemons Rules 2

As if that weren’t hot enough, Exalted Flamers turn up the heat even further – the power of their new Blazing Warpfire aura infuses their lesser cousins with unholy strength.

This takes their strength up to 6, which is just insane as it makes them wound basically every infantry on 3’s and then 2’s for others.

Screamers Rules

Tzeentch Daemons Rules 3

Not all daemons of Tzeentch shy away from close combat. Screamers glide on the currents of magic, and – as many traumatised survivors could tell you – have a habit of appearing where you least expect. Now these Riders of the Immaterial Winds can really flit around the entire battlefield.

This is pretty wild, as you just get to redeploy them for totally free!

Gaze of Fate

Tzeentch Daemons Rules 4

It wouldn’t be Tzeentch without a bit of magic. All your favourite spells are returning with tweaks and upgrades – such as the new-look Gaze of Fate, which exerts control over the new Warp Storms rules to set aside a few critical points for later use.

This will let you build up your Warp Storm points for a big turn.

GW Confirms New 40k Slaanesh Daemons Rules!

Slaanesh Daemons Rules

The Daemonettes now boil out of the warp faster and stronger than before. They can also shrug off more gunfire thanks to the new Daemonic Saves, meaning these lightning-fast killers are getting into close combat in record time.

Their claws gain an extra point of Armour Penetration, but lose their chance to rend right through armour – a small price to pay for Slaanesh’s other blessings.

So, they do lose rend but get more natural AP, and with two extra attacks a piece, it should be pretty nice. Then, they get an increase in Strength and a huge 3″ movement buff. So they’ll be faster and stronger than ever before. Their save is going to 5+/4+, however, with only one wound and T3, they will be one of the easiest daemons to kill.

Seekers Rules

Slaanesh Daemons Rules 2

Seekers take this new burst of speed even further, combining the quicksilver speed of a Daemonette with the lashing tongue of a Steed of Slaanesh, and gaining a monstrous boost to their stats to shred unsuspecting victims before they know what’s hit them. 

Their updated Unholy Speed makes them especially quick on the assault, adding 1 to their charge rolls and – combined with their 16” move speed – ensuring no enemy is safe from melee for long.  

Gong to 16″ movement and adding +1 to charge, they should get across the battlefield in no time! Then, they get the buffs to toughness, strength, and attacks which should make them stronger than ever!

Eternal Dance Rules

Slaanesh Daemons Rules 3

The Masque of Slaanesh is one of the strangest of the Dark Prince’s daemons. This accursed Herald dances through battles, beguiling and befuddling opponents. It can now choose from three different effects for The Eternal Dance, helping friends or harming foes.

This is a cool rule, and you can decide whether you want more combat prowess or if you want to make the enemy worse! Plus, there are no rolls or anything to get this off; it just happens.

New 40k Daemons Warp Storm Points Rules (August 12th, 2022)

Warp Storm Rules 5So, how do you get the points? Well, it’s pretty simple, but it will add another step to the command phase.

The power of a Warp Storm ebbs and flows, and you’ll never quite know how much magical mojo you’ll have at your command until the turn begins. It’s as simple as rolling eight dice and counting how many 4+ you score – a good turn will bestow plenty of Warp Storm points (or WSPs), but there’s always the chance Tzeentch will trip you up and leave your eddies becalmed.

Warp Storm Rules

All daemonic armies have access to eight Chaos Undivided effects to spend their WSPs on. These range from shrouding your force in an obscuring veil of shadow to throwing enemy reinforcements off target, but all can hurl a mighty spanner into the works of an opponent’s war machine.

Descending Shadow is expensive (considering you should get on average 4 points per turn), but giving -1 to hit is nice, especially with how Daemon saves work. Then, Malicious Misdirection is situational but can be very strong against certain armies.

Warp Storm Rules 2

Each of the four Chaos Gods likes to add their own special ingredients to the Warp Storm soup, and Detachments comprised entirely of their followers grant access to three more effects for each Ruinous Power. In typical fashion, a Khorne storm makes everyone very angry indeed – fighting just that bit harder in close combat – while Nurgle makes it rain cats and dogs, if the cats were plagues and the dogs were also plagues.

Adding one attack to the entirety (possibly) of your army is just insane. Especially since it doesn’t say core, this can help them burst through. For only 2 points, the Nurgle one can be decent as it’s every unit. However, needing to get those on 6’s is quite hard.

Tzeentch & Slaanesh Daemons Warp Storm Points

Warp Storm Rules 3

Tzeentch can take advantage of the roiling warp currents to empower his favourite sorcerers, filling their air with even more psychic madness than usual. Meanwhile, Slaanesh does what he does best, infusing his warriors with quicksilver speed to get those crab claws snapping before anyone even thinks of striking back.

Adding 1 to all of your psychic rolls is super strong and will make your spells even more powerful! Then, having the entirety of your army fight first for Slaanesh is awesome! On average, you should get 4 points, but if you roll bad, some of these might be out of range if you get unlucky.

Tallyman Epidemius

Warp Storm Rules 4

Luckily for those who thrive in the maelstrom, the fetters of chance aren’t the only way to earn Warp Storm points. For instance, the daemonic tallyman Epidemius counts up your kills and beseeches Nurgle for even more blessings.

This isn’t too crazy, but adding a point is pretty cool and very Nurgle-like.

40k Daemonic Pact Rule Lets the Forces of Chaos Combine! (August 26, 2022)

Daemonic Pact 2

So long as your CHAOS army includes just one LEGIONES DAEMONICA Detachment, which accounts for no more than 25% of your total Power Level, every model within it gets the AGENTS OF CHAOS keyword. This allows you to ignore many Detachment Ability restrictions** when checking to see if everyone’s on the same team, just like Chaos Knight Dreadblades.

The ability to appear as if from nowhere makes daemons excellent shock troops, charging from tears in reality to seize objectives. This makes them excellent allies in Chaos Knights armies, where manpower is at a premium and Troops with the Objective Secured rule are valuable.

The Daemonic Pact rule will really help out (or could) Chaos Knights as 25% of your force could be troops who can take objectives or just fill up the battlefield a little bit. Plus, being able to deepstrike them will keep your opponent guessing!

Daemonic Pact

While this removes your daemons’ control over Warp Storms, the ability to mix and match your units forges versatile armies. Allowing you to combine durable Space Marines, hard-hitting daemons, and stompy Dreadblades to tackle whatever the galaxy can throw at them.

Even though you lose the Warp Storm Points, you don’t mess up any of your other keywords, as long as the Daemons follow the same god as the main army! Overall, a decent way to include them in your existing forces.

New Chaos Daemons 9th Edition 40k Rumors Video Rules (July 07, 2022)

Here’s the video that started off all the Chaos Daemon rules rumors from mid-summer that claim to be from playtesters.

If these rules do not turn out to be true, what this video does 100% show, if anything, is some very passionate wishlisting from a Chaos Daemon player whose faction has been anything but competitive in 9th Edition.

Chaos Daemons Rules Leaks Warhammer 40k 9th Edition

A great place to start cause everyone loves Slaanesh, except maybe GW sometimes. They seem to have access to the rules you would expect, and now the Daemonettes may also be character blenders.

Chaos Daemons Rules Leaks Warhammer 40k 9th Edition

Perhaps bigger changes are on the way for Nurgle as they may be regaining a touch of rust-like ability again. The rumored buff for Plaguebearers and Disgusting Resilience is very spicy indeed!

Chaos Daemons Rules Leaks Warhammer 40k 9th Edition

It seems that Tzeentch will get some adjustments, including turning off auras and having some very big buffs to casting for the larger models.

Blood ButchersClick Here to Get these New Blood Butchers

Chaos Daemons Rules Leaks Warhammer 40k 9th Edition

More adjustments and buffs are coming for the rage monsters that are Khorne, starting with their base troops, and supposedly splashing around some +1T to all the datasheets as well.

Chaos Daemons Rules Leaks Warhammer 40k 9th Edition

Whew, that first one is wild and if true, will fundamentally change the save for Daemons since their introduction. Plus, porting over the wholely Age of Sigmar style rule seen on Nighthaunt models will be interesting to watch how it interacts in Warhammer 40k.

Chaos Daemons Rules Leaks Warhammer 40k 9th Edition

More bangers, if true, these rules seem to tap into both how daemons previously played and how they feel to play in most players’ minds. It also seems to align with current Warhammer rules and restriction “norms.”

RUMORS: More New Chaos Daemons 9th Ed. 40k Rules  (July 11th, 2022)

It looks like more and more new Chaos Daemons units and overall rules are being leaked across various platforms online like Reddit. Here’s a round-up of the latest we have found out there.

So, basically, the place where all the Tyranid stuff got leaked had more to show off today. We now have stats for Great Unclean Ones. We don’t have ALL his stats-notably, it doesn’t mention BS, WS, or Strength, but we do have a lot.

-Daemonic Saves are confirmed to exist, GUO’s have 4+ on shooting and 5+ on Melee. Basically, Daemonic Saves replace Invulns, and they have 2 characteristics, 1 for melee, 1 for shooting, and they cannot be ignored or changed with AP. We also know that Lords of Change have 3+ for Shooting, 5+ for Melee.

Leaks also say that these saves are dependant on which Chaos god the Daemon serves, meaning that these statistics would also be the saves for other Nurgle and Tzeentchian daemons. Additionally, the guy who leaked DS’s said that none of them are lower then 5.

great unclean one model

Great Unclean One Rules Rumors

  • He still has Disgustingly Resilient. (Which is supposedly -1 damage)
  • T8, W22.
  • Flail is 7 inches, D3+3 Attacks, , Strength of User, AP-3, 2 damage
  • Vomit is 12 inches, Auto hits, D6 worth of Attacks, S5, AP-2, 1 damage
  • Bileblade is User Strength, -3 AP, Damage 2, Can reroll for wounds.
  • Bilesword has 2 profiles, Normal and Sweep. Normal is +1 Strength, D6 Damage, AP -3, 6’s auto wound.  Sweep is User Strength, AP-3, 1 Damage, has twice the number of attacks as the user’s profile.
  • The leak also mentions Nurgling Attacks.
  • He gives Nurgle CORE units rerolls.
  • Gear-wise, if he has a bell, he has a Necron-style resurrection action where he can bring Plague Bearers back.
  • If you take Bileblade, he has “improved casting”, assumingly for himself (for some reason, this part isn’t very clear. It just says it gives “improved casting”, with no specifications.)

Various Chaos God Abilities:

  • the tradeoff is mainly related to the Warpstorm table. You generate points by rolling dice. You get points from there, and can spend them for effects. Mixing gods reduces how many dice you get to roll.
  • Apparently adding Be’lakor to the list removes this handicap
  • Most Khorne units are a 4/4 or 4/5 save and Khorne is the “most improved.”
  • Some Tzeentch units have a 3+ for ranged but not all. Tzeentch is always at a worse save in melee.
  • Icons give you the ICON keyword which is relevant for the WS table. The instrument seems to be a morale reroll.
  • Less reliable from the discord:  Pinks, PB’s, and BL’s are all 10 ppm.

    RUMORS: Daemons Get Free Deepstike 40k Rules (July 19th, 2022)

    rumors-chaos-daemons-40k-rules-codex

    More rumors about some spicy new Deepstrike rules that Daemons may be getting in 9th Edition are coming in hot.  These were spotted on Reddit recently from one of the various discords where they supposedly originated with edits for grammar.

    A few keen-eyed individuals (most everyone) had noticed the “Warp Locus” keyword on certain CSM units (Master of Possession, Khorne Lord of Skulls). I’m here to tell you at least part of what it does. As you may have heard, you will be able to deepstrike Daemons for free–but that’s not all! When in the Warp, these daemons gain special deepstrike rules.

    They can deepstrike as normal, or if you set them up wholly within 6″ of a Warp Locus unit, they can be set up just outside 6″ from enemy units! (Instead of 9″). If you have allegiances, you have to stick with your friends. Warp Locus isn’t a particularly common keyword but an important lynchpin to enable brutal strategies.

    You are no longer shelling out 2 or 3 cp to get a guaranteed charge with Bloodletters. I mean, you will still be able to enhance charges in other ways, but now the floor is much higher. Looking to counter or stop your enemy from dropping hell on your doorstep? You’ll want to remove enemy Warp Locus models as efficiently as possible.

    But that certainly won’t be simple in most cases. The cool news is that deepstriking via the Warp has some other interesting rules if you’re pure Daemons that make it even more appealing; those fighting daemons should generally stay out of daemonic territory and keep a good sense of leadership.

    That’s it for that. A good mechanic to keep in mind as you read any upcoming information. I think it offers some good counterplay while enabling some of the most reliable changes in the game. PSA: As always, understand things can change before release. So salt it a bit. 

    So it seems that there may be a high value placed on Warp Locus units both for army construction and target priority! However, anything that allows you to break basic rules of the game, like arriving within 6″ for example, is always worth more than a second look.

    It’s also great to see an emphasis placed on closing the gap across the board for armies that rely on assault, first with Tyranids and now supposedly with Daemons. That bodes very well for the arrival of World Eaters in Warhammer 40k as a stand-alone faction, hopefully, sooner rather than later.

    RUMORS: New 40k Chaos Daemons Skarbrand Rules (July 25th, 2022)Skarbrand the BloodThirsterThese rumors come from Reddit.

    As is appropriate for Skarbrand, his damage output has gone from “middling” to “through the roof”. His bellow has quite literally doubled in potency, and at the top profile, you get the choice between 9 attacks at S16 ap-4 D3+3 damage ignoring invulns or a whopping 18 at s8 ap-2 d2. His “rage embodied” also remains the same as ever, though the range has shortened a tad to only 6″.

    The beast is no slouch durability-wise either – with 20 wounds, t8, and a 4+ save in both melee and shooting, he’s far from easy to take down, but if you’re still worried, just feel free to deep strike him – everyone in daemons can do that, remember?

    Oh yeah, one other thing – he’s a Warp Locus.

    While these are rumors, it finally feels like he is the combat monster he’s supposed to be! While the damage output might be a little over the top, we’ll have to wait on points.

    Compared to the new Avatar (obviously, Skarbrand is stronger, but the Avatar points are fairly new), he’s obviously stronger and more durable.

    The Avatar is 280, so it seems like could easily see Skarbrand cresting into the 400 range. He’s always been somewhat straightforward (as he should be), so it will really just come down to points for how often the model will see play. Lastly, with the ability to deepstrike, he should be able to make it to combat, which is just nice!

    We have also heard from an industry insider that Khorne-aligned armies supposed will have a way to get Skarbrand’s anti-fall back rule army-wide!

    RUMORS: New 40k Chaos Daemons Psychic Powers Rules (August 4th, 2022)

    These rumors come from Bolter&Chainsword and are pretty interesting. Keep in mind they are still just rumors until verified…

    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.

    The gaze of Fate is no longer a free reroll but now interacts with Warp Storm Points interestingly. 

    The Slaanesh discipline is (IMHO) almost all good stuff. Fighting in the psychic phase is gone, but most 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 the release. 

    So besides Khorne, already some big changes coming in the Daeoms codex, it looks like.  No word if Nurgle will still get it’s -1 to hit spell that is extremely useful.

    Armies-on-Parade-Lore-40k-tzeentch-title

    Tzeentch Psychic Powers:

    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.

    Slaanesh Psychic Powers:

    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.

    Nurgle Psychic Powers:

    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 perform actions, any actions it is currently performing fail, and it loses obsec.”

    RUMORS: New Chaos Daemons Soul Grinder & Chariot 40k Codex Rules!

    These rumors come from Bolter and Chainsword, and Wallace on YouTube. Let’s start with the chariot.

    Daemons rumorsThe statline is pretty decent, and with a 4+/4+ it should have decent survivability. However, the real strength comes in with the shooting. Even though the three shots don’t auto-hit, S9 at BS3, -4 AP, and D2, it could dish out some serious damage.

    However, the 2d6 shots auto-hitting a5 S6 and -2AP could really wipe out big units of lightly armored units. In melee, it also has some decent stats, then when you consider the double aura, it looks quite strong! We’ll just have to wait and see on points for how it really plays out.

    Now, let’s check out the Soulgrinder!

    Soul GrinderStatline:

    • 8″M 3+ws/bs S8 T8 16W 5A 8LD 4+/5+ ranged/melee Daemon save

    Ranged guns:

    • Cannon 48″ heavy 6 S6 -2ap D2
    • Belly gun 36″ heavy d6 (blast) S8 -2ap D3

    Melee weapons (iron claw and one of the others):

    • Iron claw Sx2 -3ap d6
    • Sword S8 -3ap d3+3 damage +2 attacks with this weapon
    • Other claw S8 -2ap D2 +4 attacks with this one

    Depending on which god:

    • Tzeentch – 4+ in melee
    • Khorne – +1 attack
    • Nurgle – +1 toughness
    • Slaanesh – +2″ movement
    • Edit: that was about it; obviously at 16W, it will bracket somehow, but they didn’t mention it

    Overall this looks pretty good with plenty of beef, good melee and shooting attacks, good buffs from the marks, and overall just cool!

    RUMORS: New Daemons 40k Codex Be’lakor Rules (August 11th 2022)

    These leaks come from Wallace on YouTube.

    Be'lakor Deamon RulesWith this in mind, you can tell they wrote his previous datasheet as nothing changed too much. However, he should be really tough now with a 4+/4+ (yes, we know that’s actually worse from shooting than a horror) unmodifiable save.

    Be'lakor Deamon Rules 2He still has tons of great special rules however, nothing he has works on vehicles, which is just interesting. With his unmodifiable save, a minus to hit, never re-rolling, Toughness 7, 20 Wounds, and -1 Damage against ranged attacks, he will be really hard to take down with shooting.

    It also looks like you still won’t be able to take other Daemon Princes with him, but that makes sense.

    Be'lakor Deamon Rules 3This is probably the biggest change, you can take advantage of all of these without the restrictions now! So, you just get all the bonuses and don’t have to take a restrictive list.

    So now you can just deepstrike a unit, make a unit that can’t be targeted, and all kinds of stuff.  This huge change will make him more flexible and viable in all kinds of lists.

    RUMORS: New 40k Chaos Daemons Plague Drones Rules (August 15th 2022)

    These Chaos Daemons rumors for plague drones come from B&C; let’s check them out!

    Statline-wise, they’ve received some minor improvements to most of their stats, but it all adds up to make them very challenging to kill:

    • 10″ move, 4+ WS/BS, S5 T6 5w 5+/4+

    Where things start getting interesting is their damage output and the synergies with said output. Each drone gets:

    • D3 shots at s4 ap-1 d1
    • 2 attacks at s5 ap-2 d1, 6s autowound (sergeant gets an extra attack)
    • 2 attacks at s5 ap-2 d1
    • 4 attacks at s3 ap-1 d1

    On its own, this is a respectable but not insane output for 45ppm. However, where this gets spicy is the synergies, as Plague Drones have access to many buffs. Some of the more exciting ones:

    • If they have an icon, they can use a 1cp stratagem to have 6s to wound deal a mortal wound in addition to damage.
    • The virulent blessing psychic power gives them +1 damage on all their melee
    • If they’re within 12″ of a great unclean one with a bell, he can resurrect one in the command phase
    • They have a strat for transhuman

    And then there are herald buffs. All of these are things they could receive:

    • +1 to hit in melee and Obsec
    • +1 move and +1 to adv/charge
    • 6’s to wound do an extra damage
    • +1 to hit and reroll charges

    And all of that is before talking about the warp storm table, where more powerful boosts live. I’m personally very excited for Plague Drones and expect them to be a core of all Nurgle strategies that may come from this book.

    These rumors later on in the comments were even more interesting, as we hadn’t seen this yet, and it helps multiple wound models like the plague drones, etc.

    One of the warp storm abilities not mentioned in the article is the most powerful and costly. 5 WS points. Every single wound model unit gets d3 models back, and every multi-wound model gets d3 wounds back.

    While the statline isn’t anything too crazy, when you add in all those possible buffs and synergies, they could be a serious menace! Especially with all the rolls of 6 buffs, they could really dish out the damage.

    Either way, take all these rules for the rumors they are until we get more information to cross-reference as if the pattern holds; we will see more and more leaks now that the first ones have started…

    Here’s all the latest on the upcoming rules updates and points changes for Warhammer 40k.

    Here’s the most up-to-date list of new Games Workshop bits from all preview models that we should watch out for. Click on the gallery above to see dozens of Rumor Engines with new models still left to be revealed!

    All the Latest Chaos Daemons Rules & Rumors

    What do you think of all these Chaos Daemons rules, rumors, and leaks?

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    About the Author: Rob Baer

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    Rob Baer

    Job Title: Managing Editor

    Founded Spikey Bits in 2009

    Socials: Rob Baer on Facebook and @catdaddymbg on X

    About Rob Baer: Founder, Publisher, & Managing Editor of Spikey Bits, the leading tabletop gaming news website focused on the hobby side of wargaming and miniatures.

    Rob also co-founded and currently hosts the Long War Podcast, which has over 350 episodes and focuses on tabletop miniatures gaming, specializing in Warhammer 40k. and spent six years writing for Bell of Lost Souls. 

    Every year, along with his co-hosts, he helps host the Long War 40k Doubles Tournament at Adepticon and the Long War 40k Doubles at Las Vegas Open, which attracts over 350 players from around the world.

    Rob has won many Warhammer 40k Tournaments over the years, including multiple first-place finishes in Warhammer 40k Grand Tournaments over the years and even winning 1st place at the Adepticon 40k Team Tournament.

    With over 30 years of experience in retail and distribution, Rob knows all the products and exactly which ones are the best. As a member of GAMA (Game Manufacturers Association), he advocates for gaming stores and manufacturers in these difficult times, always looking for the next big thing to feature for the miniatures hobby, helping everyone to provide the value consumers want.

    While he’s played every edition of Warhammer 40k and Warhammer Fantasy (since 5th Edition) and has been hobbying on miniatures since the 1980s, Titans of all sizes will always be his favorite! It’s even rumored that his hobby vault rivals the Solemnance Galleries, containing rulebooks filled with lore from editions long past, ancient packs of black-bordered Magic Cards, and models made of both pewter and resin.