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GW Confirms New 40k Tzeentch Daemons Rules!

chaos-daemons-codex-new-9th-editionGW confirmed new 40k Tzeentch Daemons codex rules, the Flamers statline, and a bunch of special rules- check it out!

We’ve seen a ton of rumors for the new codex, but only a few actually confirmed by GW, so it’s good to get more from them. Plus, it looks like the Flamers are getting quite an upgrade, so good to see!

Warhammer Community just unveiled the rules, but first, let’s check out the daemon saves and other profiles we’ve seen.

Warhammer 40k Daemon Saves

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.

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Warhammer 40k Chaos Nurgle Daemons Rules

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!

GW Confirms New 40k Tzeentch Daemons Rules!

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 really build up your Warp storm points for a big turn.

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

Are you excited about the new Tzeentch Chaos Daemon rules?

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About the Author: Travis Pasch

Travis Pasch

travis pasch writer headshot profile bioJob Title: Head Writer & Editor

Socials: @paschbass 

About Travis Pasch: Travis has been a Warhammer 40k hobbyist since the 1990s, playing the game since Third Edition. Through extensive traveling, he’s seen a lot of the miniatures hobby from across the world, giving him a unique perspective on the latest gaming topics and trends.

Travis’s brother even owns a commission painting studio, where he’s picked up a lot of good advice and techniques for painting Warhammer and tabletop miniatures over the years, as well. Travis joined the Spikey Bits team in 2019 and has been the lead writer since 2020.

Currently, he’s working on converting all his 40k Adeptus Mechanicus models and becoming a true tech enjoyer, complete with both sad and happy robot noises!