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Old April 5th, 2008, 03:36   #61 (permalink)
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What I want to know is this...where are the Seekers of Slaanesh to be found. I spent most of today at my local shop reading the promo army book and besides the description and statline on the SPECIAL page I did not see one picture of the Cav. model in any part of the book. Every single unit choice was represented in their painting and look how pretty picture section with the exception of the Slaanesh Calvary...WHY? According to the rummors and the releases the seekers are not one of the new models to be made, yet I cannot find an existing model on the GW online store. Also the new Spearhead box...which contains almost every choice for the Khorn, Nurgle and Slaanesh also is missing these mounted daemonetts. Is this one of the yet to be made/shown models or is there some information I'm missing?


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Old April 5th, 2008, 10:43   #62 (permalink)
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http://uk.games-workshop.com/chaossp...op-picture.jpg

There you go sir
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Originally Posted by Archnomad
Well I picked up my first model when I was 7.

I misunderstood that... ALOT

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Old April 5th, 2008, 17:58   #63 (permalink)
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Those are the old ones.

They're probably still making the new ones. The old ones use the old daemonette model, so they probably don't want both kinds shown at the same time.
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Old April 6th, 2008, 04:33   #64 (permalink)
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I have to say that when I looked at the book last night for the first time, I was blown off my feet. I really think I'm going to like these new Daemons. Judging by the last two new books I've seen, I really like the direction GW is going with army composition. Daemons really needed a boost, as playing with them used to be the biggest pain I've ever had. A 200+ point unit going "poof!" on a leadership test just didn't work for me. I also like that they have a ton of new special characters! They look extremely good! I'm planning on starting a DoC army during the summer, although I don't know if I'll be buying the spearhead. So far I'm liking Tzeentch. Well, I've always liked Tzeentch, but the new lore makes me very excited. The Khornate daemons look amazing as well. The new Blootletters look great, IMHO.
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Old April 6th, 2008, 04:48   #65 (permalink)
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bloodletters and bloodthirsters do not have frenzy anymore but are still way better and i know this for sure ive seen the book otherwise awesome.!!!!!!!!!!!
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Old April 6th, 2008, 04:57   #66 (permalink)
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Quote:
Originally Posted by Phalanx View Post
I have no problem with the rare or special choices. They seem fine. My problems are only with the core.

The problem here is you're comparing the daemon core to normal core, when they are priced as elite troops. For the same price as a daemonette, I could get a grave guard (which I based my standard elite off of stat-wise). I'm just of the opinion that daemonettes should have stayed s4 (though I'm thinking they made them s3 to differentiate between them and fiends). Then again, they are pretty much a flanking unit- they will get crushed by most things if you attack the front. I just don't see you getting enough bang for your buck here, especially since it seems they no longer give -1 ld to opponents in cc.
On paper, the demon cores definitely seem overcosted. I supposed perhaps they will end up like high elves, where your cores are good, but overcosted, so that you take the minimum allotment at all times, and then lean on characters/magic/special/rares to win with. I wonder how well that's going to work for an army that doesn't shoot, doesn't have cheap screens, and can't easily replenish its rank and file (the way Vc or TK can).

Demons might seem a lot scarier if they weren't coming on the heels of another fear causing army lke VC that can also really dominate in magic, but doesn' seem to have any of the drawbacks of demons.
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Old April 6th, 2008, 17:40   #67 (permalink)
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Tux

This was posted by Varath Lord Impaler on Warseer.

Daemon Lores of Nurgle, Slaanesh and Tzeentch
- Different from the ones in the other two chaos books.
- Almost certainly only useable by characters from this book.

Daemon Lore of Tzeentch

#1: Flickering Fire of Tzeentch: D6+1 hits, Strength D6+1, 18" range, 4+
#2: Boon of Tzeentch: Gain d3+1 Power dice only the caster can use. 3+
#3: Glean Magic: Cast any enemy spell (other than one that creates new models, such as certain Undead spells) as a Bound spell with a power level equal to its basic casting level. 7+
#4: Gift of Chaos: Each enemy unit within 12", including units in combat, take D6 S6 hits. 9+
#5: Bolt of Change: D6 hits, Strength D6+4, 18" range, 12+
#6: Tzeentch Firestorm: Target unit takes 2D6 S5 hits, every 3 wounds caused creates a Horror. New unit is worth 50 VPs and placed within 3" of the target unit. 24" range, 13+


Daemon Lore of Slaanesh

#1 Acquiescence: cast on a 5+, 18” range. Enemy unit must test for Stupidity each turn for the rest of the game
#2 Caphonic Caress: Cast on a 7+, all enemy units within 2D6 (including ones in combat) take D6 Str3 attacks, no armour saves.
#3 Succour of chaos: Cast on 7+. Cast on any friendly unit within 18” in combat. Gives the unit ASF and reroll hits
#4 Slicing Shards of Slaanesh: Cast on 7+. Magic Missile, range 24”. Deals D6 S5 hits. Target must then take a Ld test. If they pass the spell ends, if failed they take another D6 Strength 5 hits. Continues until unit passes a Ld test.
#5 Pavan of Slaanesh: Cast on 8+. Target single enemy model within 24”, LOS needed. Must pass a Ld test or take D6 wounds, no armour saves.
#6 Phantasmagoria: 10+ all enemy units on the battlefield must roll an extra D6 when rolling Ld tests of any kind, discarding the lowest dice. Lasts until the start of the casters next magic phase


Daemon Lore of Nurgle

#1: Miasma of Pestilence: 3+ to cast. All units in base to base with the caster will have their weapon skill, Strength, Toughness, Initiative and Attacks reduced to 1.
#2: Stream of Corruption: 6+ to cast. Breath weapon, any model hit must take a toughness test or die.
#3: Pit of Slime: cast on 7+. 24” range, target must pass Strength test or it may not move or shoot, lasts until Daemon players next magic phase
#4: Rancid Visitation: Cast on 8+. Magic missile, range 24” D6 Strength 5 hits, target must pass Toughness test or takes D6 more hits, continues until test is passed.
#5: Shrivelling pox: Cast on 9+. Pick single enemy model within 24”, LoS required. Target must pass Toughness test or take D6 wounds, no armour saves
#6: Plague Wind: Cast on 13+. Single enemy unit within 18”. Enemy models must pass a Toughness test or suffer a wound with no armour saves. After panic tests, a nurgle base is created for every 3 wounds caused. Forming a new unit within 3” of the old unit, worth 50vp.


Magic Banners

- 3D6 S3 Magic missile- XX points
- All wounds from poison attacks in the unit count as double for Combat Res- 25 pts Plaguebearer
- +D6 movement to first charge Bloodletter
- +D3 Combat res 50 pts BSB
- Power Lvl 5, all things in 12” take D6 S6 hits- XX BSB
- enemy takes 3 Dice on break test, remove lowest
- Stubborn on first break test- XX pts Demonettes and Seekers
- All Daemons within 12” are Stubborn- XXX BSB
- at the beginning of the game, choose a lore. All wizards casting from that lore suffer a -2 to their casting rolls. In addition all spells cast from the lore of light miscast on double 1,2 and 3's. XX pts BSB
-Enemies may only hold as a charge reaction (they may neither flee voluntarily nor stand and shoot). XX pts Demonettes and Seekers

Daemonic gifts

- 2 pages worth
- Dark Insanity- 2D6+2 attacks- XX points
- Many armed Horror- +2 attacks
- No armour save, D6 wounds per wound- XX
- +3 armour save and makes all weapons in combat non magical- XX
- Awesome Strength- Strength 10
- Spell breaker (dispel scroll)
- Tzeentch will (+1 PD)
- Gives a mage all the spells from a single lore in the BRB- XX
- Fly

Lords

- Greater daemons are supposedly more modifiable than currently, more resembling how they were in 5th edition. It is possible that the basic ones are weaker than currently, to make them more useable in smaller battles (i.e. at or just above 2k), but that they can be significantly improved, similar to the new Vampire Lord can be.
- It is probably not possible to buy outright stat boosts (+1 WS, S, etc.), if previous army books are anything to go by.
- Greater Daemons stat line is rumoured to have 5 wounds across the board, with a 5+ Ward.
- Rumours that Greater Daemons will go on bases four times as big as currently are nonsense. The models stay as they currently are.

Changer of Ways, Greater Daemon of Tzeentch

- Level 4 wizard
- Terror
- fly
- Knows all Tzeentchian spells
- M8 Ws6 Bs 4 S6 T6 W5 I5 A5 Ld 9
- Can take 100 pts of Daemonic gifts:
- Twin heads- the extra brain gives a +2 bonus to casting
- Tzeentch’s will- same as now
- Staff of change- If target takes a wound, toughness test or they die
- Spell destroyer- same as now
- Power Vortex- +1 Power dice to the pool
- Dark Magister- Ignore first Miscast
- Flames- Shooting attack. D6 S4 18” range
- Corona- Enemies in base contact take S3 hit in every magic phase
- Master of Sorcery (knows all spells from one Lore in the rulebook, or the Tzeentch lore)

Keeper of Secrets

- Level 2 wizard, may be upgraded up to level 4
- Mv10 Ws9 Bs0 S6 T6 W5 In10 At6 Ld9
- Always strikes first
-Armor piercing
-Soulthirster gives 1 wound back for every unsaved wound caused, can not take wounds above initial 5 XXX pts
-Tormentor enemy character in base contact takes a Ld test or attacks his own unit, wounds count for resolution XX pts
-Soulhunger Reroll failed WOUND rolls in the first round of combat XX pts
-Siren once a battle target enemy unit must declare a charge on the model or flee as if it had failed panic XX pts
-Allure of Slaanesh models must pass a Ld test to attack model in close combat 25 pts
-Enrapturing gaze models in base contact can only use their own Ld (point cost not known)
-Torment Blade any model wounded by the keeper must pass a Ld check or not attack this turn 5 pts (five points, no typo, a bargain)


Great Unclean One, Greater Daemon of Nurgle

- Level 1 wizard, may be upgraded up to level 4 for XXX points.
- Weapon skill 4, Attacks 4, wounds 10
-Mv6 Ws4 Bs S6 T6 W10 I A4 Ld8
- Terror
- Poisoned attacks
- can take flail of decay that allows no saves and each wound is doubled.
- Can take 100 pts of Daemonic gifts:
- Balesword (wounds automatically, each unsaved wound is multiplied to D6)
- Nurgling Infestation (At the start of any magic phase, roll a dice. On a 2-6 a new Nurgling base is created within 6”)
- Staff of Nurgle- casts rancid visitation, power lvl 3
- Trappings of Nurgle (4+ armour save and Regeneration)
- Noxious Vapours- Enemies in base always strike last
- Pestilent mucus- any successful wounds require the enemy to take a toughness test, if they fail they take a second wound.
- Bile- Strength 4 breath weapon
- hunger- Reroll failed wounds
- Slime trail- Enemy doesn’t get +1 (or +2) for Flanks or rears

Bloodthirster, Greater Daemon of Khorne

- Not frenzied(!)
- The Thirster: M8 WS10 BS0 S6 T6 W5 I9 A7 Ld9 Base 450 pts
- MR 2
- Daemonic gift that allows reroll hits and wounds.
- Axe of khorne makes him do D3 wounds.
- Can take 100 pts of Daemonic gifts:
- Awesome Strength (S1
- Dark Insanity (2D6+2 attacks)
- Spellbreaker (Dispel Scroll-equivalent)
- Armour that ignores Magic weapons
- Killing blow
- +1 Strength and flaming
- Reroll to hit
- Dispel scroll
- very, very, heavy armour
- Collar of Khorne- Even better magic resistance

Daemon Prince

- The most customisable Lord-level character
- Can take 75 pts of Daemonic gifts, out of which a max of 50 pts can be gifts specific to the Greater Daemons of their patron god (if they have one)
- They also have their own list of daemonic gifts
- All, apart from Khornate ones, can be wizards up to level 2
- Wings are an optional gift, though base Movement has increased
- May take from BRB magic Lores
- can take from the following Daemon abilities
-Armour that negates magic weapons
-Killing blow
-+1 S and flaming
-Re-roll to hit
-Dispel Scroll
-Very, very heavy armour
-Even better magic resistance

Heroes

- Chariots are only available as a mount for Heralds (apart from Nurgle who only get the Palanquin)
- There are no Undivided Heralds

Herald of Nurgle

- Poisoned attacks
- Mv4 Ws5 Bs0 S5 T5 W2 In3 At3 Ld8
- May ride a Palanquin of Nurgle (6 attacks at Ws3 T3 and Strength 3)
- The only Herald with no chariot option
- Locus of Nurgle (regen, can be a lvl1 wizard)
- Grants the Regeneration special rule to Plaguebearer units he joins
- Staff of Nurgle- power Lvl 3, casts rancid visitation
- Noxious Vapours- Enemy always strikes last
- Nurgles rot- All models in base to base rolls a dice in every magic phase. On a 6 they die.
- Mucus- If enemy is wounded they must take a Toughness test, if they fail it they take another wound.
- Bile- Strength 4 Breath weapon
- Soul Hunger- reroll failed hits
- Slime trail- Enemy doesn’t get the +1 (or +2) for attacking in the flank or rear

Herald of Khorne

- May ride a Juggernaut of Khorne or a chariot pulled by a Juggernaut. 4 wounds , 3+ save with S5 T5 A3 (for the single Jugg)
- XXX pts
- M5 WS7 BS0 S6 T4 W2 I6 A3 Ld8
- Daemonic, MR 1, Hatred, KB, Locus of Khorne (hatred)
- Grants the Hatred special rule to Bloodletter units he joins
- Not frenzied
- ether blade
- obsidian armour
- daemonic robes
- firestorm blade
- soul hunger
- armour of Khorne

Herald of Slaanesh

- May ride a Steed of Slaanesh or a chariot pulled by Mounts of Slaanesh (mv 10 S5)
- Mv6 Ws7 Bs0 S4 T3 W2 In7 At4 Ld8
- cheapest of the heralds
- Armour Piercing’
- can be upgraded to lvl 1 wizard
- Locus of Slaanesh (ASF, can be a wizard)
- Grants the Always Strikes First special rule to Daemonette units he/she/it joins.
- Etherblade
- many armed monstrosity- +2 attacks
- Allure of Slaanesh- must make a Ld test to strike the herald. If they fail they cannot attack at all.
- Daemonic Robes
- Enrapturing gaze- Models in Base contact cannot use another models Ld
- Siren Song
- Soporific musk
- Torment blade- if enemy suffers a wound take a Ld test. If they fail they cannot strike this phase

Herald of Tzeentch

- May ride a Disk of Tzeentch (+XX points) or a chariot pulled by Screamers (fly, S4)
- Disc is Ws3, Str 3
- Mv4 ws3 bs4 S3 T3 W2 In4 At2 ld8
- Is a lvl 2 wizard
- Locus of Tzeentch (4+ ward save)
- Grants Horror units he joins a 4+ aura save instead of the normal 5+ aura save
-staff of change-
- power vortex- extra power dice to pool
- flames of tzeentch- shooting attack. d6 shots, strength 4, range 18
- daemonic robes - cant be wounded on anything better than 3+
- corona- Enemies in base contact take S3 hit in every magic phase
- Master of Sorcery (knows all spells from one Lore in the rulebook or the Tzeentch lore)
- spell breaker- dispel scroll/ only person i saw that could take regular scroll
- winged horror - fly

Mounts

- Juggernauts, Steeds of Slaanesh, Disks of Tzeentch and Palanquins of Nurgle all have *1* wound only, so count as cavalry mounts and cannot be killed separately.
- Statwise they also get weaker (Disks have one S3 attack, for example)
- Steeds of Slaanesh are essentially equivalent to the mounts of Mounted Daemonettes, NOT the Steeds that can be ridden by Chaos Mortal characters


Core

- Units do not get the Leadership boost they got in the Daemonic Legion list. Indeed, lesser Daemons are all Leadership 7 (apart from Furies)
- There is one unit type per god (plus Furies)
- All core models are XX points (all 5 units)

Bloodletters of Khorne

- New plastic models
- Bloodletter: M5 WS5 BS0 S5 T3 W1 I4 A1 Ld7 Base 12 pts.
- Start with MR1 and Killing Blow. Can get Hatred from a Herald of Khorne
- NOT Frenzied
- Movement 5
- Full command options
- Banners:
- Skull Totem: Cant be march Blocked
- Icon of Endless Despair: +D6” to the first charge

Daemonettes of Slaanesh

- New plastic models
- Worse stats, but cheaper and faster
- M6 WS5 BS0 S3 T3 W1 I5 A2 LD7
- Armour Piercing
- Full command options
- gain ASF with Herald
- can purchase magic banners, 2 options, both at 25 points:
-Enemies may only hold as a charge reaction (they may neither flee voluntarily nor stand and shoot).
-Stubborn on first break test.

Plaguebearers of Nurgle

- New metal command models, possibly a plastic set at some later date
- Poisoned attacks. Can get Regeneration from a Herald of Nurgle.
- Mv 4 Ws3 bs0 S4 T4 W1 In3 At1 Ld7
- Full command options
-Unit banners:
- Seeping decay: reroll wounds
- Eternal Virulence: every wound caused by poison counts as 2 combat res.

Horrors of Tzeentch

- New metal command models, possibly a plastic set at some later date
- M4 WS3 BS0 S3 T3 W1 I3 A1 LD7 5+WS
-Flaming Attacks
- Unit Option: +XXpts Changeling
- Do not cast Bound spells, instead the unit counts as a wizard with magic levels depending on the number of Horrors in the unit (1-5: lvl 0, 6-15: lvl 1, 16-25: lvl 2, etc).
- If the Horror unit miscasts, it takes D6 wounds
-5 modes or less = 0 Lv Wizard
6-15 models = 1st level Wizard w/Flickering Light of Tz spell
16-25 models = 2nd Lv Wizard w/ Gift of Chaos spell
26-35 models = 3rd Lv Wizard w/ Bolt of Change spell
36+ models = 4th Lv Wizard w/ Tz Firestorm spell
- Improved WS, but lower Ld
- All attacks are flaming
- Noticeably cheaper
- Full command options
- Banners:
- banner of change: Enemies in base contact take 3D6 S3 hits
- banner of sorcery: +1 to casting

Chaos Furies

- Do not count towards minimum number of Core
- Flying
- WS3, Strength 4, Leadership 2, attacks 1

Special

- There is one unit type per god

Nurglings

- Almost certainly no longer 0-1
- Mv4 Ws3 Bs0 S3 T3 W3 In3 At3 Ld6
- Scouts
- skirmish
- Poisoned attacks
- Unit size 3-12

Flesh Hounds of Khorne

- New metal models
- Flesh hound M8 WS5 BS0 S5 T4 W2 I4 A2 Ld7 XX pts.
- Not frenzied
- MR 3
- Lower Leadership
- can get Killing blow
- More than twice as expensive as before

Screamers of Tzeentch

- Strength3, T3, 1 wound
- Strength of slashing attacks up to 5, may make slashing attacks to all units they move over, not just one
- Slightly cheaper

Seekers of Slaanesh

- Equivalent to Mounted Daemonettes (i.e. the ones on cavalry bases), NOT Pleasureseekers (the daemonettes on Steeds of Slaanesh from the Storm of Chaos list)
- Full command options
- Mv10, S3, WS5 I5 riders 2A, armor piercing for both rider and mount
- XX points each, command is XX points total (so X-XX-XX)
- can purchase magic banners, 2 options, both at XX points:
-Enemies may only hold as a charge reaction (they may neither flee voluntarily nor stand and shoot).
-Stubborn on first break test.

Rare

- There is one unit type per god

Bloodcrushers of Khorne (Bloodletters riding Juggernauts)

- New metal models
Exalted Bloodlettter: M5 WS5 BS0 S6 T4 W2 I4 A2 Ld7 Base XX pts
Exalted Bloodreaper: M5 WS5 BS0 S6 T4 W2 I4 A3 Ld7 +XX pts
Juggernaut M7 WS5 BS0 S5 T4 W1 I4 A2 Ld7
- Improved armour save (Juggers add +3 to the rider's armour save)
- Bloodcrushers are cavalry mounts and are Brass Behemoths 2+ scaly skin save.
- Unit size 1-8?
- MR 1
- Full command options
- Banners:
- Skull Totem: Can't be march Blocked
- Icon of Endless Despair: +D6” to the first charge

Beasts of Nurgle

- New metal models
- The models don't have riders
- Beasts have D6+2 poisoned attacks
- Mv6 Ws4 Bs0 S4 T5 W4 In2 AtD6+2 Ld7
- Regeneration and Slime Trail (opponents get no CR bonus for attacking them in the side or rear)
- XXX pts per model
- Unit size 1+

Fiends of Slaanesh

- New models
- Models go on 40 mm square bases
- Almost identical to old Pleasureseekers
- Mv10 Ws4 bs0 S4 T4 W3 In6 At4 Ld7
- Special rule that forces enemy units breaking from combat with them roll an additional D6 for distance and discard the lowest
- Armour piercing
- Unit size 1+

Flamers of Tzeentch

- A separate unit, not longer hangers-on for a unit of Horrors
- Unit size 3-6
- Mv6 ws2 Bs4 S5 T4 W2 In 2 At2 Ld7
- Skirmish
- Flaming attacks
- Flamers shooting is D6 S4 shots per Flamer, 18" range
- Close combat attacks go up in Strength and are flaming
- Option for champion

Special characters

- Note that the special characters are the same in both the 40K and the Fantasy lists, though naturally their stats and exact abilities may differ somewhat.
- Original rumour that there were 12 special characters appears to have been wrong. Possibly the source meant "a dozen", meaning "a whole lot" rather than "exactly twelve".
- Another reason for the high number of special characters is probably to get more variation into god-specific lists, who would otherwise look pretty much identical

Fateweaver, the Oracle of Tzeentch (Greater Daemon of Tzeentch)

- Model has two heads
- Knows all Tzeentch spells and each head also knows 4 spells from any of the lores (in the rulebook?)
- Some sort of re-roll ability (???)
- Only has one wound

Kugath, the Plaguefather (Greater Daemon of Nurgle)

- Has two special rules: Blessing of Pus and Nurgling Infestation

Skarbrand, the Exiled One (Greater Daemon of Chaos Undivided)

- Does not fly
- Skarbrand M8 WS10 BS0 S6 T6 W5 I10 A7( Ld9 XXX pts. The additional attack is either from his being frenzied or from his special weapons.
- has Hatred, and ALL models (friend and foe alike) have Hatred!
- Otherwise very similar to a Bloodthirster statwise but without any Khornate gifts. Possibly he was exiled by Khorne and had his wings cut off.
- 40K version has a special rule called Burning Hatred

Tallyman Epidemius (Herald of Nurgle)

- Mounted on a Palanquin of Nurgle
- Poisoned attacks
- Gives a bonus to other Nurgle units depending on how many enemies he kills (sort of similar to Skrag, the Ogre special character). As the tally rises, several unique special bonuses are gained by the Tallyman and the army he is with. Interestingly enough, the rules for it states that the power affects both armies/players- cause Nurgle doesn't care how death and decay are caused, just that they are !
I might be off a few numbers on the high ones, but I remember the HIGHEST it goes is 29+.

0-7: Nothing Special Happens
8-14: The special effect of Poison (auto-wounds if a 6 is rolled to-hit) improves and now auto-wounds if a 4, 5, or 6 is rolled to-hit.
15-21: All spells cast from the Daemon Lore of Nurgle gain a +2 Bonus to their Casting rolls.
22-28: Epidemius can Regenerate on rolls of 3+ now, instead of his normal 4+
29+: All spells from the Daemon Lore of Nurgle gain AN ADDITIONAL +3 Bonus to their Casting rolls.

The Masque (Herald of Slaanesh)

- Kicked out of Slaanesh's entourage for being able to out-dance his (her? its?)
god
- Mv10 Ws7 Bs0 S4 T3 W2 In7 At5 Ld8
- Armour piercing
- May not join units
- 3+ ward save
- Has a special rule in 40K called the Eternal Dance, which lets you move enemy units
- 3 human arms and a big claw arm. Wields a staff with a mask at either end and changes it's personality depending on who it chooses to be.
- Eternal Dance: At the start of the magic phase choose a dance to perform. They target a single enemy unit which may be in combat and have a 12” range.
- Dance of Dreaming: Target reduces Ld by D3, lasts until the end of the units player turn.
- Chanson of Caging: Target reduces its Mv by D3, lasts until the end of the units player turn.

Skulltaker (Herald of Khorne)

- Character-killer
- Must challenge if able to
- Has deadlier form of Killing Blow (on a 5+ to wound in challenges and works regardless of Unit Strength of the victim)
- Can take a Juggernaut or a Chariot of Khorne.

The Bluescribes (Herald of Tzeentch)

- XX points
- Two Horrors riding a Disk of Tzeentch, on a mission to recover some lost artefact
- Adds a single power dice to the army pool for every spell the enemy casts.
- Each turn choose one of the 8 lores of magic and randomly select a spell from it. They will cast this spell as a bound spell, power lvl is its basic casting value.

The Changeling (Horror champion)

- Formless Horror: At the start of close combat, the Changeling may select any enemy model in base to base contact and swap WS/S/T/I/A with this model (essentially a built-in van Horstman's Speculum)
- NOT an upgrade each and every Horror unit can take. As with any other Special character you can take ONE of it.

Karanak, Hound of Vengeance (Flesh Hound champion)\

- Model has multple heads
- May accept and issue challenges.

JvK :happy:

Last edited by Jared van Kell; April 6th, 2008 at 18:50.
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Old April 6th, 2008, 18:15   #68 (permalink)
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wow that looks awesome JvK. Rep for you.

I love the Lores and the fact you can customise greater daemons. I might buy the book just coz it sounds so cool.

There are still some points costs in there though tehe.
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Old April 6th, 2008, 21:10   #69 (permalink)
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Fateweaver has 3 wounds, not one. If he fails a save, he must immdiately take an LD test, if he fails he runs away in shock. His re-roll ability works on anything with 6", including himself. All models within 6" may reroll their saves. Each head knows four different spells from four different Lores of the book. Both heads know all the Tzeentch spells. However, you must pick a head at the begining of your turn to use the Lores affiliated with that head. I don't know the specifics but here's an example

Right Head - Fire/Life/Death/Shadow
Left Head - Metal/Beasts/Heavens/Light

Pick a head and you know the lores and tzeentch

Epidemus is much better than that, it's not what he kills, it's what anything with the Mark of Nurgle kills. Couple it with Ku'Gath, who has a 24" Stone Thrower weapon, game done

Bloodcrushers are 1+
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Old April 6th, 2008, 21:46   #70 (permalink)
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Also, Fateweaver can choose his spells, as opposed to picking them. A great special character, IMO. Now maybe someone will be able to stand up to Teclis.
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