Here are a ton of new 10th Edition Warhammer 40k Chaos Daemons rules, including Pacts, Weapons, and index cards datasheets!
With army-wide rules, more datasheets, weapon profiles, and new stratagems, the picture of how Daemons will work in 10th Edition 40k is starting to come into focus.
Latest Updates & New Rules Articles For Warhammer 40k 10th Edition
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- All The 10th Edition Warhammer 40k Munitorum Field Manual Points!
- 10th Edition Warhammer 40k Rules FAQ & Designer’s Commentary
- Full 10th Edition Warhammer 40k Core Rules Book
- Free PDF Download for 10th Edition Warhammer 40k USR Rules
Click the links below for the latest 10th Edition Warhammer 40k index card datasheet rules!
- Forge World Index Cards Downloads: 10th Edition 40k Rules
- Horus Heresy Legends Index Cards Downloads: 10th Edition 40k Rules
- Space Marines 10th Edition 40k Rules: Datasheets & Index Cards
- Tyranids 10th Edition Warhammer 40k Rules: Datasheets & Index Cards
- Chaos Space Marines, Knights, Daemons, Death Guard, World Eaters, and Thousand Sons 10th Edition Warhammer 40k Rules: Datasheets & Index Cards
- All the Imperium Factions 10th Edition 40k Rules: Datasheets & Index Cards
- All the Xenos Factions 10th Edition 40k Rules: Datasheets & Index Cards
- Perfect Fit: Re-Formatted 10th Edition 40k Index Cards for Hassle-Free Printing
Now, let’s jump into the new rules!
New Daemons Daemonic Pact, Be’lakor, & Keeper of Secrets 40k Rules
The new rules come from Warhammer Community.
The very presence of a daemonic legion is enough to tear reality at the seams, casting a dread pall across the battlefield. The Shadow of Chaos invigorates Chaos Daemons and enfeebles their foes, advancing ever further as these Neverborn nightmares capture more objectives and infuse the battlefield itself with otherworldly madness.
A canny Chaos Daemons player who leaps on key objectives can turn whole swathes of the battlefield into dangerous no-go zones for their opponent, whether that’s No Man’s Land – the space between deployment zones – or their own territory.
This is pretty wild as it’s army-wide, and if you can run up some units to take those objectives, this will be a massive buff for your army and a big NERFfor the enemy. As not only do you get better LD, you regain wounds! Then, your enemy gets worse LD and loses wounds, on top of already failing a battle-shock test.
As if it weren’t bad enough for mortals to have their resolve sapped and their foes empowered, daemons who use the Daemonic Incursion Detachment can open their Warp Rifts even closer to the enemy than usual.
This is pretty wild, as it makes charging in with your deep-striking units an actual statistical probability. If you can go up, get some objectives, then deep strike in and get off a bunch of charges, it can be a wild swing turn.
It’s common for daemons to be conjured forth by mortal followers of the Dark Gods, especially when a warband of Chaos Space Marines pledges allegiance to a particular patron. The Daemonic Pact rule allows a certain number of daemons to join CHAOS armies based on the size of the battle being fought – though they won’t bring The Shadow of Chaos with them, as your Army Faction isn’t CHAOS DAEMONS.
We could see where some people may get a little upset by the point amounts, but this lets you take basically 25% of your CHAOS army as Daemons.
New 10th Edition Warhammer 40k Daemons Datasheets
Baying hordes of lesser warpspawn are commanded by Greater Daemons, giant monstrosities who ripple with the essence of a particular Ruinous Power. Each is a profane reflection of their progenitor’s proclivities – the Keeper of Secrets, for instance, wheels and whirls with Slaanesh’s grace, weaving through enemy attacks and striking with quicksilver speed.
With 18 wounds, a 5+ FNP, a 4+ Invulnerable, 10 Toughness, and -1 to hit, this model should be pretty hard to bring down. From the looks of it, Extra Attacks means it will get to attack with all three profiles (see the rule below) and get a ton of attacks.
Then, improving the AP of melee weapons is pretty strong, so we’ll have to see the points, but it looks interesting for now.
So great is Be’lakor’s power that he strides the battlefield wrapped in a cloak of shadow, corrupting all who come near and casting a thick shroud of darkness across those daemons that call him master. When he closes with his foe, the Blade of Shadows makes quick work of man and machine alike, sweeping entire squads aside or slicing tanks in half with ease.
Let’s compare it with the current datasheet.
- Loses two wounds but gains three Toughness
- Keeps the 4+/4+
- Doesn’t degrade as badly
- Piercing Strike has higher Strength and more damage potential but is more volatile
- Sweeping Strike actually gets more than double the attacks (up to 14)
- Gains shooting attacks as psychic
- The Dark Master Aura is very interesting; if you can get a unit within 6″ of Be’lakor (no matter where on the map), you can deep strike within 6″ of the enemy.
New Weapon Rules
Units normally have to pick just one of their melee weapons to fight with in a given turn, but many warriors go to war with powerful steeds, vicious pets, or weaponised cybernetics. The Extra Attacks weapon ability allows these to make, er, extra attacks – it’s particularly common among Chaos Daemons, who are absolutely festooned with tails, claws, Bileblades, and other prehensile nastiness.
This makes sense for giant models like this, as it lets GW give them a bunch of different attacks and still use them all.
When a wielder of daemonic power does put their full strength behind their signature weapons, little in the mortal universe can stand before them. Skarbrand is notorious for the sheer number of heads he’s cleaved from unwilling donors, in no small part thanks to the destructive might of his creatively-named axes, Slaughter and Carnage.
Either profile you pick, he will deal an insane amount of damage.
New Daemons Stratagems
Corrupt Realspace is a powerful strategic tool for defending your turf, as it will weaken the morale of any enemy who gets within range of that objective – and a failed Battle-shock test will prevent them from retaking it at all. An objective is only captured when the total Objective Control of nearby models exceeds that of their opponent, so a unit with OC 0 will effectively ‘tie’ even when faced with a complete lack of challengers.
It seems like a lot of armies will have something like this, where they can grab an objective, pay some CP and then keep it under their control.
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