Here are all the new Chaos Daemons Psychic Powers and Datasheet rules for their 9th Edition Warhammer 40k codex.
If you play Chaos Daemons, these rules are a great way to decide what to build your new army around from the upcoming codex book!
Let’s start by looking at the new codex for the Chaos Daemons and then dive into how to play all the new codex rules for Warhammer 40k.
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These unique faction rules are collected from all the following reviews on YouTube, and Warhammer Community alike, so be sure to watch your favorite presenters talk about their take on the book at the links below:
Here’s the most up-to-date how-to-play review of the new Chaos Daemons rules- click on the gallery above to see all the new 9th Edition rules from the Chaos Daemons codex!
New Chaos Daemons Psychic Powers 40k Codex Rules
Of course, as expected, there is no Khorne psychic discipline! So let’s look at the others.
These seem to have gotten better across the board, with Malodorous Pall looking like a tremendous competitive option. Removing ObSec from units can be very strong, especially when Nurglings and Beasts of Nurgle don’t have ObSec!
All of their powers look decent for Slaanesh, but they lack any sort of Psyker casting buffs, so it may be a little less consistent to cast than the other God’s disciplines. Symphony of Pain looks great being able to knee-cap any opposing melee threats by forcing them to have -1 to hit and wound.
Tzeentch is the king of Psychic powers, which continues here with great buff options and damage output options. Infernal Gateway looks like it might have the most potential thanks to the Warp Storm effects and Big-bird ability to buff casting, which will make it an 8+ to get the flat 3 damage outcome.
If you are taking a big bird, this is an easy take, as it will simply pump out insane damage potential.
This discipline is especially nice because if Be’lakor is in your list, all Psykers gain access to these options! Shrouded Step is most likely the best option here. Redeploy options ALWAYS strong, especially in mixed Daemon lists where the range is often a lynchpin, making that extra mobility extremely valuable.
New Chaos Daemons Datasheet 40k Codex Rules
There are a ton of datasheets in this book, so instead of covering all of them, we will just go over a few standouts that we’ve seen before or heard rumors about!
First up is the king of all Daemon Princes, Be’lakor!
With 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+ unmodifiable save and -1 damage from shooting.
He 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 may be 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.
Marks appear to be essentially gone, but Soul Grinders got a mini ability to replace them:
- Tzeentch – 4+/4+ save
- Khorne – +2 attack
- Nurgle – +1 toughness
- Slaanesh – +4″ movement
Overall this looks pretty good with plenty of beef, good melee and shooting attacks, good buffs from the marks, and overall just cool!
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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The 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-shot profile doesn’t auto-hit, S9 at BS3, -4 AP, and D2 could dish out some serious damage.
However, the 2d6 shots auto-hitting a5 S6 and -2AP could wipe out big units of lightly armored units. In melee, it also has some decent stats, then when you consider the aura, it looks quite strong! We’ll just have to wait and see on points for how it really plays out.
At T9, W22, this is a seriously beefy boy. Bilesword has two profiles, Normal and Sweep. Normal is +1 Strength, D6 Damage, AP -3, 6’s auto wound. Sweep is User Strength, AP-3, 1 Damage, and has twice the number of attacks as the user’s profile, which gives him more flexibility in combat targets!
He gives Nurgle CORE units rerolls, a standard change in the 9th edition… Gear-wise, if he has a bell, he has a Necron-style resurrection action where he can bring Plague Bearers back, which is a pretty neat addition.
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.
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 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.
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.
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.
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 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 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!
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?
On top of that, Bloodletters are getting way better with extra Strength, Toughness, and an attack. However, they are all going down by 1 LD.
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!
Here’s all the latest on all the new Chaos Daemons rules updates and points changes for Warhammer 40k.
- Chaos Daemons Abilities, Detachment & Warpstorm 40k Codex Rules
- Chaos Daemons Be’lakor Army of Renown & Points 40k Codex Rules
- Chaos Daemons Psychic Powers & Datasheet 40k Codex Rules
- Chaos Daemons Traits, Relics, & Stratagems 40k Codex Rules
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