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Thread: Daemon Army Book rumour summary

  1. #31
    One of the 13 Lords of LO Jared van Kell's Avatar
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    111

    LokiGod posted the following on Warseer. Some of you are going to really like this stuff, the Balesword is sick. I have removed the points costs so that it does not break forum rules. 8Y

    Condensed from my previous posts at daemonic legion web site, and what I gleaned from 20 mins with the new book.

    Army rules

    +5 True ward no requirements that I saw
    Daemons no longer poof they crumble

    Lords

    (get 75 to 100 points of gifts if I remember right)
    All greater daemons range between 400 and 450 points
    Thirster - 7 at and nice ws and str
    LOC - didn’t look
    GUO- w 10, str 6, t6, at 4, mv 6 you can make him lvl 4 wizard for xxx more points starts as lvl 1
    KOS mv 10 nice stats
    Daemon prince- xxx points and can be marked for xx points, same stats almost as hoc version
    Named greater daemons(the ones I can remember)
    Named guo- ability is to throw nurglings like stone thrower always wounds on +2 and allows no armour saves, only 1 wound per target under template
    Named blood thirster type hero (has frenzy and this is only frenzy I saw in the book)
    Named lord of change (has access to 8 spells but is only lvl 4 in dice generation)

    Heros

    (50 points of gifts)(can have banners for +25 points)
    Heralds give special effects to units, around 100 to 115 points , stats varied depending on god
    Locus of khorne = hatred
    Locus of tzeentch = +4 ward save/ herald of tzeentch is also lvl 2 mage, disc is +xx points, stats for combat are ws 3 str 3
    Locus of slaanesh = ASF/ can be upgraded as wizard
    Locus of nurgle regeneration/ can be upgraded as wizard,
    Named heralds(the ones I can remember)
    Epidimus nurgle - he gives you special abilities army wide for kills made by poison
    Skull taker khorne- killing blow on +5 anything
    Tzeentch herald - cool effect - get one power dice for every spell your enemy casts in his magic phase
    All I remember sorry

    Core

    (all core is xx points)
    Blood letters- mv 5,ws 5, str 6, at 1, t3, killing blow
    Plague bearers - no longer have cloud of flies, but are t4 and poison attacks
    Horrors-as previous stated get better spells with unit size) stats like a human
    Daemonettes - mv 6, ws 5, str 3, t3, at 2, armour piercing
    Furries- cant remember if there special or core, str 4, at 1, ld 2

    Special

    All specials are +xx points apiece
    Nurglings - ws 3,str3,at 3, w 3 scout and skirmish poison attacks
    Screamers
    Flesh hounds ws5,str5,w2,mv 8 magic resistance 1
    Cant remember slaanesh one

    Rare

    Crushers- rider gets ws 5 str 6 at 2/ mount gets ws 5 str 5 at2, +3 to riders save from mount, mv 7 I think! Can have command
    Beasts- d6+1 at, ws4, t4(I think), poisoned
    Flamers- ws 2, bs above 3, str 5, w 2, at 2, d6 str 4 shoots at 18 inch range mv 6
    Fiends - str 4 at 4 mv 10 aura of slaanesh- enemy makes break test on 3 dice and discards lowest

    Chariots are for heralds only if I remember right
    Chariot of khorne - str 5 impact hits juger has ws 5 str 5 2 a
    Chariot of tzeentch - fly str 4 imapct hits
    Chariot of slaanesh- mv 10 str 5 impact hits

    Magic
    we have accesses to lore of metal now

    Nurgle lore -
    Spell 1(cast on +3) - unit in baes to base with char red it str, ws, and like 3 other things to 1.…. Not reduced by one I mean all the way to 1
    Spell 2 - flame template everything under it take toughness test or dies

    Tzeentch lore
    Gleen magic is true
    Spell gives d3 dice to caster only to him though
    Last spell is +13 and does 2dr str 5 attacks and turn them to horrors forgot rest

    Daemonic gifts and banners (there are 8+ banners now and lot are god specific)

    Banners
    3d6 str 3 magic missile xx points
    All wounds from poison attacks from unit count double for combat res xx points
    +d6 movement first charge
    +d3 to combat res I think its xx points
    Power lvl 5 all things in 12 inches take d6 str 6 hits xx points
    3 dice on break test remove lowest
    Stubborn on first break test 25 points
    Banner of the Gods- All daemons within 12 inches are stubborn xxx points

    Daemonic gifts(gifts range from 75 to 15 points)
    2 full pages of gifts and banners… also the lords and heros profiles tell what gifts they can have to reduce confusion. They seem priced just right for there effects!
    2D6+2 attacks for xx points/ note this replaces normal attacks
    Many Arms- +2 attacks-
    Balesword- Does D6 wounds for every wound no armour saves xx points
    Obsidian Armour +3 save and makes all magic weapons in base non magical xx points
    Gift that gives you char str 10
    Spell breaker same cost and effect
    Tzeentch Will same effect
    A gift that gives access to any lore in brb and you know all spells from lore xx points

    JvK :happy:
    Last edited by Jared van Kell; March 31st, 2008 at 10:15.
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  2. #32
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    50

    Oh my, god, this sounds like an interesting army...;o;o
    By the way, there seems to be some points values dotted around and especially in the last to sections. I'm not sure if they're intentional or you just missed them

    Thanks for the info JvK! 8Y

    :happy:

  3. #33

    Quote Originally Posted by Jared van Kell View Post


    Daemon Prince??? (box of 1 plastic model?)





    Daemon Prince

    - Possible new plastic set


    JVK

    o.O I... If this turns out to be true... I would be sooo happy

  4. #34
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    60

    So, how does the deamon list work in with the mortals and beast lists? Can they still be shuffeled in under special, or did I miss something?
    This just might re-vitalize my beasts army.
    -J

  5. #35

    Lil Tweaker: According to rumor, Daemon Army will be stand alone, much like Codex Daemons in 40k. Wanting to combine Beasts/Hordes with this Army would be the equivalent of a High Elf player wanting to use Dark Elf and Wood Elf rules, characters, and/or abilities.

    But yes, this army is looking very, very nice. And yes, the Balesword is sick. Oh, if the Bloodthirster can get that sword...*shudders* a possible 42 wounds...

    Also, I thought Bloodletters were getting a toughness boost? Though I can understand why they wouldn't.

    Looks like I'll be dusting off the rest of my Chaos army.
    "Tell me what you cherish most. Give me the pleasure of taking it away." Sephiroth, Final Fantasy VII: Advent Children

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    75

    Jared van Kell I just want you to know that your my hero. 8Y

    As my own personal hero I demand that you find and share more juicy rumors about this new Daemons army book, especially Slannesh. If even half of what has been said about this new book is accurate then it seems GW has gotten the formula right for a very unique and competitive army that will be a blast to play. I think my search for a new army to play is over, I was considering waiting for the Dark E's but why play an army that acts evil when you can play an army that is evil incarnate.
    The only honorable options left to we combatants is seppuku or semantics...which amount to the same thing really.
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  7. #37
    One of the 13 Lords of LO Jared van Kell's Avatar
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    111

    More rumours. Again I have removed the points costs so I don't break forum rules. 8Y

    Looked at the book again today you guys are going to love me


    GUO - XXX points
    Lvl 1 wizard base
    Lvl 2 35,lvl 3 85,lvl 4 XXX
    Terror
    Poisoned
    Etc
    Stats
    m6,ws4,bs0,s6,t6,w10,i4,a4,ld9
    Gifts
    Bale sword- XX auto wounds d6 wounds
    Nurgling infestation - XX at start both magic phases on 2 to 6 get another nurgle base on existing base within 6in 1 fails
    Staff of nurgle-XX casts rancid visitation on power lvl 3
    Trappings XX +4 armour regen
    Noxious vapors XX always strike last even for high elves
    Pestilent mucus XX if you wound they have pass toughness test or it another wound no armour saves
    Bile - XX str 4 breath weapon
    Hunger - XX reroll fail to wounds
    Trail- XX no flanks or rear

    LOC - XXX points
    Lvl 2 wizard base
    lvl 3 XX,lvl 4 XX
    Terror
    Fly
    Knows all spells from lore of tzeentch
    Etc
    Stats
    m8,ws6,bs4,s6,t6,w5,i6,a5,ld9
    Gifts
    Twin heads XX- +2 to cast
    Tzeentch will XX same effect as before
    Staff of change XX if target wounded take toughness test or dies
    Spell destroyer XX same effect
    Power vortex XX + 1 dice to pool
    Dark magister XX ignore 1st miscast
    Daemonic robes XX 3+ or better to wound
    Flames XX- shooting attack d6 str 4 18 in range
    Corona - XX every thing in base takes str 3 hit every magic phase both players
    Sorcery - pick any lore from basic rule book knows all spells

    Various stats from unit choices these are correct straight from book

    blood letters- XX points
    m5,ws5,bs0,s5,t3,w1,i4,a1,ld7
    Killing blow
    Think there mr 1
    Banners for unit
    Skull totem XX cant be marched blocked
    Icon endless despair XX +d6 to first charge

    Plauge bearers- XX points
    m4,ws3,bs0,s4,t4,w1,i1,a1,ld7
    poisoned
    Banners for unit
    Seeping decay XX reroll wounds
    Eternal virulence XX for every wound by poison it counts as 2 combat res

    horrors- XX points
    m4,ws3,bs0,s3,t3,w1,i3,a1,ld7
    Banners for unit
    change XX base contact 3d6 str3 hits
    Sorcery XX +1 to casting
    bound spells a few of them
    0-5 none
    6-15 lvl 1 wizard flickering fire d6+1 missles at d6+1 str range 18 in
    16-25 lvl 2 wizard gift of chaos 12in anywhere around caster d6 str 6 hit all enemy units even if there in comat
    horros generate dice just like wizards and can miscast know all spells from there lvl below

    fleshhounds- XX points min unit size 5
    m8,ws5,bs0,s5,t4,w2,i4,a2,ld7
    Mr 3

    nurglings- XX points
    m4,ws3,bs0,s3,t3,w3,i3,a3,ld7
    Skirmish scout poison

    Blood crushers - XX standard is 20
    Mr1
    +3 riders as
    killing
    Rider -m5,ws5,bs0,s6,t4,w2,i4,a3,ld7
    Crusher -m7,ws5,bs0,str5,t4,w1,i2,a2,ld7
    Magic banners
    Skull totem XX cant be marched blocked
    Icon endless despair XX +d6 to first charge

    Flamers- XX points unit size 3to 6
    m6,ws2,bs4,s5,t4,w2,i4,a2,ld7
    Skirmish
    Flaming attacks
    Flames of tzeentch - d6 str 4 shots 18in

    Fiends- XX I think
    m10,ws4,bs0,s4,t4,w3,i6,a4,ld7
    Sporforic musk - enemy uses 3 dice for break test discard lowest
    Armour piercing

    beast of nurgle - XXX points each
    m6,ws3,bs0,s4,t5,w4,i1,ad6+1,ld7
    regen
    slime trail- no flanks or rear bonus
    poisoned

    Got some info more I will post later on tzeentch herald and nurgle herald and khorne herald….. If this is too much on points and stuff feel free to edit post mods! I will post rest later tonight!

    condensed from later post!
    herald of khorne - XXX points/jugger +XX/ chariot XX
    magic res 1
    hatred
    kb
    Stats
    m5,ws7,bs0,s5,t4,w2,i6,a3,ld8
    gifts
    for some reason i forgot to write these down although he has a total of 6 possible gifts

    herald of tzeentch - XXX points/disc XX/ chariot didnt look
    lvl 2 wizard base
    flaming attacks
    +4 ward
    Stats
    m4,ws3,bs4,s3,t3,w2,i3,a2,ld8
    gifts
    staff - XX when you wound they have to pass test or imediatley slain
    power vortex - XX extra power dice to pool
    flames of tzeentch- XX d6 rng 18 str 4 shooting evil.gif
    daemonic robes - XX cant be wounded on anything better than 3+
    corona- XX see loc post
    sorcery- XX see loc post
    spell breaker- XX dispel scroll/ only person i saw that could take regular scroll blink.gif
    winged horror - XX fly
    disc stats
    m1,ws3,bs0,s3,t3,w1,i4,a1,ld7 big nerf dry.gif

    herald of nurgle - XXX points can have plaquin of nurgle for XX points.
    lvl 1 wizard upgrade for XX points
    regeneration
    poison attacks
    Stats
    m4,ws5,bs0,s5,t5,w2,i2,a3,ld8
    gifts
    staff of nurgle- XX rancid visitation power lvl 3
    noxious vapors- enemy always srikes last even if they have the always strike first special rule
    nurgles rot - XX all models in base to base in every magic phase roll a dice on a 6 they die
    mucus- XX if you wound model takes toughness test if they fail one more wound no armour saves
    bile- XX strength 4 breath weapon
    soul hunger- XX same effect as soc
    trail- XX herald or unit he is with denies any bonus like +1 or +2 in the rear or flank. they can still break your ranks though.

    Slannesh Herald:

    Herald of Slaanesh- XXX points can have steed of slaanesh for XX points or chariot of slaanesh for XX points
    lvl 1 wizard upgrade for XX points
    ASF
    armour piercing
    cheapest of all heralds: armor piercing, ASF
    m6,ws7,bs0,s4,t3,w2,i7,a4,ld8
    gifts
    etherblade
    many armed monstrosity- xx +2 attacks
    allure of slaanesh
    daemonic robes- XX cant be wounded on anything better than 3+
    enrapturing gaze
    siren song
    soporific musk- XX enemy suffers -3 ld to break tests
    torment blade- XX if wounds are caused enemy may not strike back.

    kos is mv10 with 6 attacks if i remember right with almost same stats as before
    seekers are in the book regular daemoneete stats on top and the steed is like ws3st3 strike first cant remember anything else dont play them smile.gif mv 10 though

    Daemonette stats are like i posted before mv6,ws 4,str 3,in is high, armour peircing 2 attacks....

    JvK :happy:
    Last edited by Jared van Kell; April 2nd, 2008 at 21:41.
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  8. #38
    kut maar krachtig forumjayz's Avatar
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    59

    hey JvK jsut wondering if there is any info on the screamers. Wondering if they keep there slashing attacks. and I've heard they where weakend even more so any information on these would be really apriciated
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    78

    Here's something some people may be wondering about: Prices.

    Daemonettes and bloodletters are $25 CDN and Flesh Hounds are $30 CDN according to the newest WD. That puts daemonettes and bloodletters at $30 cheaper than their metal predecessors, and Flesh Hounds are probably 35 or so cheaper (I never got any of the old ones, but I'm guessing they were probably one price segment higher than the standard daemons, so $65). Bloodcrushers are $35 (a bit expensive IMHO, though it makes sense), Epidemius is $50, and the Soul Grinder is $70 (IIRC thats the same as a Defiler or a Land Raider).
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  10. #40
    One of the 13 Lords of LO Jared van Kell's Avatar
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    111

    The magic lores. These are bloody nasty.

    Tzeench

    Flicker of Fire: Magic missile range 18" . Unit suffers D6+1 Hits, D6+1 Strength,
    Boon of Tzeentch: Adds D3+1 power dice to casters own dice pool.
    Gleam Magic: One enemy spell may be cast as a Bound spell, with a power level equal to its basic casting level, summon spells may not be used.
    Gift of Chaos: Magic missile range 30". Enemy unit suffers 2D6 hits at D6+1 Strength,
    Bolt of Change: All enemy units within 12" take d6 str d6 hits.
    Tzeench's Firestorm: Target enemy units takes 2d6 str 5 hits. Casualties become horrors. Horrors do NOT start in combat, they can be placed anywhere within 3" inches of that unit. Worth 50vp

    Slaanesh

    Acquiesience: Cast on enemy unit within 18". Unit is stupid for the rest of the game. Not a remains in play.
    Succor of Chaos: Cast on any friendly unit engaged in combat within 18 inches. Gives them ASF and rerolls missed to hit rolls in subsequent round of combat.
    Caphonic Caress: All enemy units within 2d6 including those in comabt take d6 str3 with no saves.
    Slicing Shards of Slaanesh: Magic missile range 24". Enemy unit suffers d6, Str 5 hits. Target must then take LD test. if they pass spells ends. If failed repeat process. Only ends when they pass a LD test.
    Pavane of Slaanesh: Target single enemy model within 24" LOS needed. Enemy model must pass an LD test or suffer D6 wounds. No armor saves.
    Phantasmagoria: All enemy units on the battlefield must roll an extra d6 when taking leadership tests of any kind and discarding the lowest result rolled. Phantasmagoria lasts until the start of the casters next phase.

    Nurgle

    Miasma of Pesticlence: All units in base contact with caster reduce WS, S, T, I, A to 1
    Stream of Corruption: Breath weapon, may not be used in combat. All models hit must pass a toughness test or suffer wound with no armor saves.
    Pit of Slime: Range 24" Target unit must pass strength test or it may not move or shoot until next friendly magic phase.
    Rancid Visitation: Magic missile range 24". Enemy unit sufferes D6 strength 5 hits. Target must pass toughness test of take d6 more. Continues until test is past.
    Shrivelling Pox: Pick a single enemy model within 24" LOS required. Target must pass a toughness test or take D6 wounds, no armor saves.
    Plague Wind: Single enemy unit within 18". Every model in the unit must pass a toughness test or suffer a wound with no armor saves. Unit must take a panic test if reduced by 25%. After panic tests, a nurgling base is created for every 3 unsaved wounds. forming a new unit within 3 inches of the old unit. Worth 50vp.

    JvK :happy:
    Last edited by Jared van Kell; April 3rd, 2008 at 10:20.
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