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:

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