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Made in us
Dakka Veteran






Evileyes wrote:
CleverAntics wrote:
Evileyes wrote:
Eh...?! They are not toughness 5, are they!?



No, no. I was giving mere speculation based on the supposed toughness four Plaguebearers, as it'd seem most logical. So far, it seems Kelly's butchered Nurgle; at least as far as Plaguebearers go. If the new hotness is -1 toughness for Nurgle, then so it shall be!


Rumor I saw on them, they were toughness 8, which was why I was so shocked xD


If the other greater demons are T7 I imagine GUO would be T8.

I missed the T4 plaguebearers though. Where/who is that from?
   
Made in gb
Ian Pickstock




Nottingham

So pink horrors keep the 4++, but can now re-roll 1s, *and* they've got a 10 point price decrease? Their shooting weapon must have been nerfed...if not I will gladly buy a shed load of them

Naaa na na na-na-na-naaa.

Na-na-na-naaaaa.

Hey Jude. 
   
Made in gb
Longtime Dakkanaut







 BryllCream wrote:
So pink horrors keep the 4++, but can now re-roll 1s, *and* they've got a 10 point price decrease? Their shooting weapon must have been nerfed...if not I will gladly buy a shed load of them


That's a mixing of the 2 rumors sadly. They will either be that cheap, or have the extra save.
   
Made in gb
Ian Pickstock




Nottingham

Either of them would be pretty hefty. As they stand at the minute they're maybe 2 points too expensive, if they went down to 9 points it'd be obscene. Re-rolling 1s would only increase survivability by 1/12 though, which isn't that great.

Naaa na na na-na-na-naaa.

Na-na-na-naaaaa.

Hey Jude. 
   
Made in us
Nihilistic Necron Lord




The best State-Texas

Evileyes wrote:
 BryllCream wrote:
So pink horrors keep the 4++, but can now re-roll 1s, *and* they've got a 10 point price decrease? Their shooting weapon must have been nerfed...if not I will gladly buy a shed load of them


That's a mixing of the 2 rumors sadly. They will either be that cheap, or have the extra save.


It's been rumored a while, that the CD would mirror the CSM Daemon traits, and seems to so far. I could see both....

a Tad off topic, but if Daemons are getting all of these crazy charts, I wonder what the Ork Codex is going to look like...

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
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Made in gb
Longtime Dakkanaut







 Sasori wrote:
Evileyes wrote:
 BryllCream wrote:
So pink horrors keep the 4++, but can now re-roll 1s, *and* they've got a 10 point price decrease? Their shooting weapon must have been nerfed...if not I will gladly buy a shed load of them


That's a mixing of the 2 rumors sadly. They will either be that cheap, or have the extra save.


It's been rumored a while, that the CD would mirror the CSM Daemon traits, and seems to so far. I could see both....

a Tad off topic, but if Daemons are getting all of these crazy charts, I wonder what the Ork Codex is going to look like...


I think chaos are getting it because...well...it's in the name, chaos. Note that the dark angels book, had very few if any crazy charts. I think it's just a chaos daemons/CSM thing

But, I bet they will make a better shokk attack gun chart. And a new ramshackle chart...actually, you might be right xD
   
Made in us
Infiltrating Prowler






 Sasori wrote:

a Tad off topic, but if Daemons are getting all of these crazy charts, I wonder what the Ork Codex is going to look like...


Having flashbacks to WAAAG, the Orks and Ere' We Go from RT days. You want tables, WE GOT TABLES!

Back OT. Fantasy appears to have a similar Warpstorm table but is tied to the winds of magic.
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

 Sasori wrote:
I'm really liking the Warpstorm chart. It's not NEAR as bad as I thought it was going to be. It adds some downsides, but a lot of upsides.

Between that and the significantly better Warlord Traits, CSMs may end up second fiddle to the Daemons.
Take it with a grain of salt.
For all we know that's come crazy German kid laughing at how he pranked us.

What it does do is this -- if the warpstorm blasts can be fired from the god-specific units, there is every reason to take troops from every god.
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

 labmouse42 wrote:
 Sasori wrote:
I'm really liking the Warpstorm chart. It's not NEAR as bad as I thought it was going to be. It adds some downsides, but a lot of upsides.

Between that and the significantly better Warlord Traits, CSMs may end up second fiddle to the Daemons.
Take it with a grain of salt.
For all we know that's come crazy German kid laughing at how he pranked us.

What it does do is this -- if the warpstorm blasts can be fired from the god-specific units, there is every reason to take troops from every god.

That's an interesting question. I wonder if it is "fired" at all. I read it to mean if the units in question rolls a 6 they take the hits themselves. Which would make single or possibly dual god lists better from a warp storm perspective.

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in us
Nihilistic Necron Lord




The best State-Texas

 labmouse42 wrote:
 Sasori wrote:
I'm really liking the Warpstorm chart. It's not NEAR as bad as I thought it was going to be. It adds some downsides, but a lot of upsides.

Between that and the significantly better Warlord Traits, CSMs may end up second fiddle to the Daemons.
Take it with a grain of salt.
For all we know that's come crazy German kid laughing at how he pranked us.

What it does do is this -- if the warpstorm blasts can be fired from the god-specific units, there is every reason to take troops from every god.


It sounds more like Imotekhs lightning to me. I imagine mechanically, if true, is going to be very close to Lord of the Storm.

4000+
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Thousand Sons 4000+
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Made in us
Decrepit Dakkanaut





The Golden Throne

Any rumors of Chaos Spawn?
   
Made in us
Jovial Plaguebearer of Nurgle




Somewhere in GA

A more accurate translation:

Daemons:
Daemon belong to a specific god and have USR Hatred for their opposing god (Nurgle/Tzeentch, Khorne/Slaanesh). Herald of one god cannot join a unit from another god.
Khorne USR: Rage, Re-Roll Charge distance
Tzeentch: +3 LD for Psykic tests, Re-Roll Saves of 1
Nurgle: Slow and Purposefull, Shrouded, Defensive Grenades
Slaanesh: Rending, Move thru Cover, +3” to run distance for infantry, +6 “to run distance for cavalry (only if the whole unit is cavalry), +3” Flat out for chariots

Daemonic Instability:
Units with this USR may not be joined by units without this USR. Unit passes all Fear, Pinning and Moral tests. If a Unit with this USR looses in Close Combat, it must test for Instability on 2D6.
If the test is failed, the Unit takes wounds equal to the difference between its LD value and the roll.
If you roll Double 1, all wounds lost in this combat are restored. Place lost models back on the table
If you roll Double 6, the whole unit is removed from play.

Warlord Table:
War Lord Table:
1) Warlord gains Instant Death USR
2) Warlord and his unit gain Hatred (Everything) USR
3) As long as the War Lord is alive, your opponent test for Fear at -1 LD
4) As Long as the War Lord is alive, units within 12” of the War Lord may re-roll Daemonic Instability
5) As long as the War Lord is alive, you may re-roll results on the Warp Storm Table
6) Units with the Daemon USR may Deep Strike within 6” of the War Lord without scatter.

Warp Storm Table:
The Warp Storm Table is only used when Chaos Daemons are your Primary Detachment. Roll on the Warp Storm Table at the beginning of the Daemon Players Shooting Phase
2) The Storm is receding: All units with the Daemonic Instability USR (Friend and Foe) immediately test for Daemonic Instability
3) Punishment of the Gods: A random character model with Daemonic Instability (Friend or Foe) immediately tests for Daemonic Instability on 3D6. Wounds suffered in this manner can only be allocated to that model.
4) Warp Quake: All models with the Daemon USR suffer a -1 penalty to their saves until the next roll on this chart (friend or foe)
5) Storm of Fire: Roll a D6 for every unit with the Daemon of Nurgle USR or Mark of Nurgle or enemy unit that is not locked in combat. On a roll of 6, place a large blast marker on one of the models in the unit. Scatter 2D6. All models under the template suffer a S4 AP5 Ignore Cover, Pinning hit ).
6) Glorious Rot: Roll a D6 for every unit with the Daemon of Tzeentch or Mark of Tzeentch or enemy unit not locked in combat. On a roll of a 6, the unit suffers D6 S4 AP3 Poison (4+) hits. Vehicles are hit on Side Armor.
7) Calm Warp: Nothing happens
8) The Dark Prince Thirsts: Roll a D6 for every unit with the Daemon of Khorne USR or Mark of Khorne or enemy unit that is not locked in combat. On a roll of 6, the unit suffers D6 S6 AP- Ignore Cover, Rending hits.
9) Khornes Rage: Roll a D6 for every unit with the Daemon of Slaanesh USR or Mark of Slaanesh or enemy unit that is not locked in combat. On a roll of 6, center a small blast marker on a model of your choice in the unit and scatter 2D6. Models under the blast template suffer a S8 AP 3 Pinning hit.
10) Warp Flood: All units with the Daemon USR gain +1 to all saving throws until the next roll on the Warp Storm Table (friend or foe)
11) Daemonic Possesion: A random enemy non-vehicle .Psyker that is not a daemon must pass a Leadership test on 3D6. If the test is failed, the Psyker is removed from play. Place a Herald of a god of your choice within 6" of the removed model. The Herald does not receive any upgrades.
12) Blessing of the Warp: A new unit of 2D6+3 Bloodletters, Pink Horrors, Daemonetts or Plaguebearers (your choice) arrives via deep strike.

All Daemons have a 6+ Armor Save. Some daemons (for example Bloodthirster have a 3+)
Bloodthirster lost EW
Skulltaker has EW and 3+ Armor
Lord Of Change is Level 2 Psyker and Flying FMC
11-15 Pink Horrors generate 2 Warp Points, 16-20 generate 3
Fateweaver has a 4++, Level 4 Psyker. He knows all Tzeentch powers. Right Head knows one power from Pyromancy and Divination, Left Head knows one power from Telepathy and Pyromancy. Declare which head you want to use at the beginning of each turn. May re-roll a single D6 each phase.
Blue Scribes are not Psykers, but generate one power each turn from the main rule book. They can use that power without rolling a psykic test.
The Changeling may exchange any of his stats with an enemy non-vehicle model stat in base contact (WS, S, W, I, A) until the end of the turn
Great Unclean One is Psyker Level 1, Biomancy and Nurgle
Beasts of Nurgle can charge in the opponents turn.
Ku'Gath can regenerate wounds on Nurgling Swarms
Epi only effects Daemons of Nurgle within 6" and tally works based on unsaved wounds caused by Daemons of Nurgle:
7+: +1 Strength
14+: +1 Toughness
21+: 2+ poison
28+: 4+ Feel No Pain
Keeper of Secrets has Prefered Enemy Eldar and Dark Eldar. Psyker Level 1, Telepathy and Slaanesh
The Mask re-rolls all failed saves. It has multiple different dances
There are Chaos Furies
Flamers of Tzeench: If they caused a wound, take a test every turn for that unit. If the test is failed, you take D3 wounds, if you pass the test, you gain FNP (6+)

Skull Cannon: If you assault a unit that has been hit by a shot from the Skull Cannon, you suffer no initiative penalty for assaulting thru difficult terrain.

Axe of Khorne: Instant Death on a roll of 6 to wound.
Mutated Warpknife (Tzeentch): If it kills a enemy Character or MC, that model is turned into a Chaos Spawn on a roll of 2+
Warp Poisoning: If a Character or MC looses its last wound due to a Close Combat attack from the Staff of Change, all units within D6 inches (friend and foe) suffer D6 hits at S5 AP -
Mace of Disease: Models that suffer an unsaved wound from this weapon must pass a Toughness Test or suffer an additional wound. No saves of any kind can be taken to prevent this additional wound.

Many Characters cannot buy equipment, but can buy Minor, Major and Legendary enhancements for a certain point cost. These are randomly determined at the same time as Warlord Traits are rolled. You may have the same enhancements more than once on each character, but the random result can only be applied once to each character. Re-roll doubles. Rolls can be exchanged for special weapons.

Minor Boons:
Result 0: (May replace roll on the chart)
Magical Weapon: Etherknife (AP2, Mastercrafted, Specialist Weapon)
Daemon of Khorne may take an Axe of Khorne instead
Daemon of Tzeench may take a Staff of Change instead
Daemon of Nurgle mau take a Mace of Disease instead
Daemon of Slaanesh may take a Ghost Sword(?) instead


Daemon Princes:
Skarbrand and Bloodthirster make Khorne DP Heavy Support
Fateweaver and Lord of Change make Tzeentch DP Heavy Support
Ku'Gath and Great Unclean One make DP of Nurgle Heavy Support
Keeper of Secrets makes DP of Slaanesh Heavy Support

DP costs 145 pts
Khorne +15 pts
Tzeentch +25 pts
Nurgle +15 pts
Slaanesh +10 pts
Daemonic Flight 40 pts
May take up to 50 points of gifts
none khorne DPs can buy Psyker levels up to level 3 at 25pts/lvl

Heralds may still be taken 2 per HQ slot. Every Herald adds a Boon to the unit he joins.

Icons can improve certain effects. Instruments can "summon" reserves or modify the result of the Warp Storm Table.

DS:80S++G++M—IPw40k99/re++D+++A++/sWD-R+++T(T)DM+++

 paulson games wrote:

The makers of finecast proudly present Finelegal. All arguements and filings guaranteed to be full of holes just like their resin.
 
   
Made in ca
Evasive Pleasureseeker



Lost in a blizzard, somewhere near Toronto

I'm honestly liking alot of what I'm seeing here;
- Warpstorm table is nowhere near as horrificly crippling as first feared. Heck, result 10 is silly-good (espeically on Tzeentchian units!), while result 12 is just plain obnoxious!

- Daemonic Instability seems to work exactly as the current 7th ed Fantasy version, but with an added big perk/big hurt attached to it.
However, the bonus for rolling 'Insane Courage' is laguhably good!

- Kairos & The Changeling finally work they way they should have from day one... (CSM characters are going to cry over Changeling! )

- Deployment issues fixed. GK's can go suck a lemon for being donkeycaves!

- Finally getting some psychic loving.

- Those god-specific weapons look awsome! If they're indeed the 'primaris' choices, well, I need to convert me some spawn to look like my friends' favourite HQ's/Sergeants who get spawnified!

- Those Warlord Traits are overall amazing! Only a single somewhat dud option. Makes me feel sorry for anyone who's still stuck with just the crappy BRB traits.


As for the complaints of randomness...
Meh. I play Tzeentch - if anything it's totally fluffy for my army!

 
   
Made in us
Jovial Plaguebearer of Nurgle




Somewhere in GA

I know what you mean. I was initially horrified by all the rumors, Either the codex was going to be OP or just stupid. I am changing my opinion though and am looking really forward to having the codex in my hand on Friday night at midnight .

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 paulson games wrote:

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Connecticut

 Eldarain wrote:
That's an interesting question. I wonder if it is "fired" at all. I read it to mean if the units in question rolls a 6 they take the hits themselves. Which would make single or possibly dual god lists better from a warp storm perspective.
As anyone who has played "Settlers of Catan" knows, the 6s, and 8s are more common than 5s and 9s.

5) Roll 1D6 for every unit not in CC which contains at least one model with the sign(?) of nurgle or demon of nurgle. If you roll a six place the 5" template on the model of the unit and scatter as normal. S4 AP5 for friend and foe, ignores cover.
6) Like Nr. 5 just for Tzeentch. D6 hits with S4 AP3. Ingores cover, poison (4+), vehicles get a hit at side armour.
7) Nothing happens.
8) Roll one D6 for every Khorne unit or enemy unit not in CC. On a six - D6 hits with S6 AP-. Ignores cover and rending, vehicles get a hit on the side armour.
9) Roll one D6 for every Slaanesh unit or enemy unit not in CC. On a six - place 3" template. Every unit (friend and foe) gets one hit for every model with S8 AP 3. Count as barrage weapon.

That would give a advantage to Nurgle or Slaanesh.


 Sasori wrote:
It sounds more like Imotekhs lightning to me. I imagine mechanically, if true, is going to be very close to Lord of the Storm.
Lord of the storm to bone your own units. Yea. That seems like a very stupid rule.
I get how they 'want you to be in CC' but still...thats just stupid. What about Tzeentch horrors? Why are they punished for not being in combat?

This message was edited 2 times. Last update was at 2013/02/27 01:09:20


 
   
Made in us
Jovial Plaguebearer of Nurgle




Somewhere in GA

 labmouse42 wrote:
 Eldarain wrote:
That's an interesting question. I wonder if it is "fired" at all. I read it to mean if the units in question rolls a 6 they take the hits themselves. Which would make single or possibly dual god lists better from a warp storm perspective.
As anyone who has played "Settlers of Catan" knows, the 6s, and 8s are more common than 5s and 9s.

5) Roll 1D6 for every unit not in CC which contains at least one model with the sign(?) of nurgle or demon of nurgle. If you roll a six place the 5" template on the model of the unit and scatter as normal. S4 AP5 for friend and foe, ignores cover.
6) Like Nr. 5 just for Tzeentch. D6 hits with S4 AP3. Ingores cover, poison (4+), vehicles get a hit at side armour.
7) Nothing happens.
8) Roll one D6 for every Khorne unit or enemy unit not in CC. On a six - D6 hits with S6 AP-. Ignores cover and rending, vehicles get a hit on the side armour.
9) Roll one D6 for every Slaanesh unit or enemy unit not in CC. On a six - place 3" template. Every unit (friend and foe) gets one hit for every model with S8 AP 3. Count as barrage weapon.

That would give a advantage to Nurgle or Slaanesh.


 Sasori wrote:
It sounds more like Imotekhs lightning to me. I imagine mechanically, if true, is going to be very close to Lord of the Storm.
Lord of the storm to bone your own units. Yea. That seems like a very stupid rule.
I get how they 'want you to be in CC' but still...thats just stupid. What about Tzeentch horrors? Why are they punished for not being in combat?


I corrected the translation. You also roll for enemy models.

5) Storm of Fire: Roll a D6 for every unit with the Daemon of Nurgle USR or Mark of Nurgle or enemy unit that is not locked in combat. On a roll of 6, place a large blast marker on one of the models in the unit. Scatter 2D6. All models under the template suffer a S4 AP5 Ignore Cover, Pinning hit ).
6) Glorious Rot: Roll a D6 for every unit with the Daemon of Tzeentch or Mark of Tzeentch or enemy unit not locked in combat. On a roll of a 6, the unit suffers D6 S4 AP3 Poison (4+) hits. Vehicles are hit on Side Armor.
7) Calm Warp: Nothing happens
8) The Dark Prince Thirsts: Roll a D6 for every unit with the Daemon of Khorne USR or Mark of Khorne or enemy unit that is not locked in combat. On a roll of 6, the unit suffers D6 S6 AP- Ignore Cover, Rending hits.
9) Khornes Rage: Roll a D6 for every unit with the Daemon of Slaanesh USR or Mark of Slaanesh or enemy unit that is not locked in combat. On a roll of 6, center a small blast marker on a model of your choice in the unit and scatter 2D6. Models under the blast template suffer a S8 AP 3 Pinning hit.

This message was edited 1 time. Last update was at 2013/02/27 01:11:40


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 paulson games wrote:

The makers of finecast proudly present Finelegal. All arguements and filings guaranteed to be full of holes just like their resin.
 
   
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Connecticut

Mohoc wrote:

Daemonic Instability:
Units with this USR may not be joined by units without this USR. Unit passes all Fear, Pinning and Moral tests. If a Unit with this USR looses in Close Combat, it must test for Instability on 2D6.
If the test is failed, the Unit takes wounds equal to the difference between its LD value and the roll.
This would make me a very sad panda. No CSM lord on juggernaut joining a squad of bloodcrushers.

Come on, GW, Daemons only have CSM as battle brothers. You might as well just say CSM lords can't join daemons. Ha! Take that silly spikey marines!
   
Made in us
Jovial Plaguebearer of Nurgle




Somewhere in GA

 labmouse42 wrote:
Mohoc wrote:

Daemonic Instability:
Units with this USR may not be joined by units without this USR. Unit passes all Fear, Pinning and Moral tests. If a Unit with this USR looses in Close Combat, it must test for Instability on 2D6.
If the test is failed, the Unit takes wounds equal to the difference between its LD value and the roll.
This would make me a very sad panda. No CSM lord on juggernaut joining a squad of bloodcrushers.

Come on, GW, Daemons only have CSM as battle brothers. You might as well just say CSM lords can't join daemons. Ha! Take that silly spikey marines!


Don't beat the translator!

/ducks out of the way

DS:80S++G++M—IPw40k99/re++D+++A++/sWD-R+++T(T)DM+++

 paulson games wrote:

The makers of finecast proudly present Finelegal. All arguements and filings guaranteed to be full of holes just like their resin.
 
   
Made in us
Savage Khorne Berserker Biker





Tampa, FL

 labmouse42 wrote:
Mohoc wrote:

Daemonic Instability:
Units with this USR may not be joined by units without this USR. Unit passes all Fear, Pinning and Moral tests. If a Unit with this USR looses in Close Combat, it must test for Instability on 2D6.
If the test is failed, the Unit takes wounds equal to the difference between its LD value and the roll.
This would make me a very sad panda. No CSM lord on juggernaut joining a squad of bloodcrushers.

Come on, GW, Daemons only have CSM as battle brothers. You might as well just say CSM lords can't join daemons. Ha! Take that silly spikey marines!


We don't know if Daemonic Instability is on all units of the codex though.

 
   
Made in us
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Connecticut

Mohoc wrote:
I corrected the translation. You also roll for enemy models.
That works only if your fighting daemons or daemon allies.

If its true, that means there will be a few interesting side effects.
* Fewer units = better
* Nurgle and slaanesh take less hits
* Units are strongly encouraged to get into assault.

I have been putting throught to the +3" run movement. A daemonette can move ~13.5" on the first turn with that. On the second turn they can move another 6" for a total of 19.5", which places them in a safe assault range of 26.5" from their starting point. That's actually not half bad.
   
Made in us
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The best State-Texas

 labmouse42 wrote:
Mohoc wrote:
I corrected the translation. You also roll for enemy models.
That works only if your fighting daemons or daemon allies.

If its true, that means there will be a few interesting side effects.
* Fewer units = better
* Nurgle and slaanesh take less hits
* Units are strongly encouraged to get into assault.

I have been putting throught to the +3" run movement. A daemonette can move ~13.5" on the first turn with that. On the second turn they can move another 6" for a total of 19.5", which places them in a safe assault range of 26.5" from their starting point. That's actually not half bad.


What? I'm reading it as You roll for the marked units, and then ALL enemy units. Such as, with the flame storm, you roll for Nurgle units on both sides, then you roll for ALL enemy units.


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Connecticut

Mohoc wrote:
Don't beat the translator!

/ducks out of the way
LOL, na that's not directed at you.

That's directed at the little German kid who leaked these and is laughing at the 40k community. Maybe its directed at Jervis Johnson. He's always a good culprit to take the blame.
Maybe its the beer talking, but doesn't Jervis Johnson sound like a name a porn star would use?
   
Made in us
Jovial Plaguebearer of Nurgle




Somewhere in GA

I think the devil is in the details. I actually quite like the warp storm table. I think of it as our heavy weapons. We don't get tanks, but poor bastard that tries to run MSU against us.

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 paulson games wrote:

The makers of finecast proudly present Finelegal. All arguements and filings guaranteed to be full of holes just like their resin.
 
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

 labmouse42 wrote:
Mohoc wrote:
I corrected the translation. You also roll for enemy models.
That works only if your fighting daemons or daemon allies.

If its true, that means there will be a few interesting side effects.
* Fewer units = better
* Nurgle and slaanesh take less hits
* Units are strongly encouraged to get into assault.

I have been putting throught to the +3" run movement. A daemonette can move ~13.5" on the first turn with that. On the second turn they can move another 6" for a total of 19.5", which places them in a safe assault range of 26.5" from their starting point. That's actually not half bad.

The way it has been presented to us it potentially hits all daemons of the stated god as well as every enemy unit not engaged in combat.

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in us
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Connecticut

 Sasori wrote:
What? I'm reading it as You roll for the marked units, and then ALL enemy units. Such as, with the flame storm, you roll for Nurgle units on both sides, then you roll for ALL enemy units.
Edit : I see. Some of the other lines say "or enemy unit". Ok, I'm guessing its a translation fudge.
"5) Storm of Fire: Roll a D6 for every unit with the Daemon of Nurgle USR or Mark of Nurgle or enemy unit that is not locked in combat. On a roll of 6, place a large blast marker on one of the models in the unit. Scatter 2D6. All models under the template suffer a S4 AP5 Ignore Cover, Pinning hit ). "

This message was edited 5 times. Last update was at 2013/02/27 01:31:16


 
   
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 labmouse42 wrote:
 Sasori wrote:
What? I'm reading it as You roll for the marked units, and then ALL enemy units. Such as, with the flame storm, you roll for Nurgle units on both sides, then you roll for ALL enemy units.
Where do you see that?

"Roll 1D6 for every unit not in CC which contains at least one model with the sign(?) of nurgle or demon of nurgle. If you roll a six place the 5" template on the model of the unit and scatter as normal. S4 AP5 for friend and foe, ignores cover. "

Am I missing something? I only see where it hits marked units, ie daemon units.
Edit : I see. Some of the other lines say "or enemy unit". Ok, I'm guessing its a translation fudge.
"5) Storm of Fire: Roll a D6 for every unit with the Daemon of Nurgle USR or Mark of Nurgle or enemy unit that is not locked in combat. On a roll of 6, place a large blast marker on one of the models in the unit. Scatter 2D6. All models under the template suffer a S4 AP5 Ignore Cover, Pinning hit ). "



5) Storm of Fire: Roll a D6 for every unit with the Daemon of Nurgle USR or Mark of Nurgle or enemy unit that is not locked in combat. On a roll of 6, place a large blast marker on one of the models in the unit. Scatter 2D6. All models under the template suffer a S4 AP5 Ignore Cover, Pinning hit ).
6) Glorious Rot: Roll a D6 for every unit with the Daemon of Tzeentch or Mark of Tzeentch or enemy unit not locked in combat. On a roll of a 6, the unit suffers D6 S4 AP3 Poison (4+) hits. Vehicles are hit on Side Armor.
7) Calm Warp: Nothing happens
8) The Dark Prince Thirsts: Roll a D6 for every unit with the Daemon of Khorne USR or Mark of Khorne or enemy unit that is not locked in combat. On a roll of 6, the unit suffers D6 S6 AP- Ignore Cover, Rending hits.
9) Khornes Rage: Roll a D6 for every unit with the Daemon of Slaanesh USR or Mark of Slaanesh or enemy unit that is not locked in combat. On a roll of 6, center a small blast marker on a model of your choice in the unit and scatter 2D6. Models under the blast template suffer a S8 AP 3 Pinning hit.


That's why I said, it's a lot like Lord of the Storm.

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Ok so reading through does the no demons and csm mixing removed? someone said something about only things with demonic instability can join other demonic instability but heralds cancel out DI for the squad does that mean i could have a herald join a csm squad?
   
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 labmouse42 wrote:
 Sasori wrote:
What? I'm reading it as You roll for the marked units, and then ALL enemy units. Such as, with the flame storm, you roll for Nurgle units on both sides, then you roll for ALL enemy units.
Edit : I see. Some of the other lines say "or enemy unit". Ok, I'm guessing its a translation fudge.
"5) Storm of Fire: Roll a D6 for every unit with the Daemon of Nurgle USR or Mark of Nurgle or enemy unit that is not locked in combat. On a roll of 6, place a large blast marker on one of the models in the unit. Scatter 2D6. All models under the template suffer a S4 AP5 Ignore Cover, Pinning hit ). "


The original translation was not done properly. I went back and translated the whole thing properly. Go re-read the rumors. There were a bunch of mistakes. It happens. The guy that did the original translation was a German living and playing in Germany and trying to rush thru it. I am a German living in the US and playing in the US.


Automatically Appended Next Post:
 Overlord Zerrtin wrote:
Ok so reading through does the no demons and csm mixing removed? someone said something about only things with demonic instability can join other demonic instability but heralds cancel out DI for the squad does that mean i could have a herald join a csm squad?


I don't know. I just translated what the original leak posted.

This message was edited 1 time. Last update was at 2013/02/27 01:31:26


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All right lets play some 'settlers of catan' math.


If you have one of every god in the game, your going to be 'procing' the blasts 49.98% of the time. That's pretty darn good.
If you only need 1 unit to proc the blast on the enemy, its going to encourage you to take one unit from each choice, ie 10 plaguebearers, 1 keeper of secrets, etc...


Automatically Appended Next Post:
 Overlord Zerrtin wrote:
Ok so reading through does the no demons and csm mixing removed? someone said something about only things with demonic instability can join other demonic instability but heralds cancel out DI for the squad does that mean i could have a herald join a csm squad?
Well, if heralds did cancel it out, then you could have a herald and a CSM lord join a squad.


Automatically Appended Next Post:
Mohoc wrote:
The original translation was not done properly. I went back and translated the whole thing properly. Go re-read the rumors. There were a bunch of mistakes. It happens. The guy that did the original translation was a German living and playing in Germany and trying to rush thru it. I am a German living in the US and playing in the US.
Thanks for taking the time to translate it.

This message was edited 2 times. Last update was at 2013/02/27 01:32:47


 
   
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I'm not sure you need a unit of your own to be affected to have the enemy have to test for their units.

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