Switch Theme:

Codex Deamons on the way! (Full leaks in OP)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in sg
Been Around the Block




3rdlegion wrote:
 techsoldaten wrote:
Before we all crush on Slaanesh, let's see what the rules are.

Everything I've heard about this Codex is complex and requires a combination / specific build to get the full value. Not used to thinking about Daemons that way in the first place, going to need to really think about it before we can say anything is truly useless.


Indeed and that's why I am asking for info and clarification. Because so far everything that has been revealed about the Slaanesh faction seems lacking.

Hikaru, are you able to give us Slaanesh players more info?


I already mentioned that aside from 1-2 heralds for powers and maybe random stuff like 1-2 small unit of seekers for disruption, I'd rather bring Khorne.


Automatically Appended Next Post:
 techsoldaten wrote:
Before we all crush on Slaanesh, let's see what the rules are.

Everything I've heard about this Codex is complex and requires a combination / specific build to get the full value. Not used to thinking about Daemons that way in the first place, going to need to really think about it before we can say anything is truly useless.


I am more used to daemons requiring a lot of inter-locking pieces and buff stacking.

This message was edited 1 time. Last update was at 2018/01/05 07:20:49


 
   
Made in ca
Fresh-Faced New User




xxhikaru123 wrote:
3rdlegion wrote:
 techsoldaten wrote:
Before we all crush on Slaanesh, let's see what the rules are.

Everything I've heard about this Codex is complex and requires a combination / specific build to get the full value. Not used to thinking about Daemons that way in the first place, going to need to really think about it before we can say anything is truly useless.


Indeed and that's why I am asking for info and clarification. Because so far everything that has been revealed about the Slaanesh faction seems lacking.

Hikaru, are you able to give us Slaanesh players more info?


I already mentioned that aside from 1-2 heralds for powers and maybe random stuff like 1-2 small unit of seekers for disruption, I'd rather bring Khorne.


Automatically Appended Next Post:
 techsoldaten wrote:
Before we all crush on Slaanesh, let's see what the rules are.

Everything I've heard about this Codex is complex and requires a combination / specific build to get the full value. Not used to thinking about Daemons that way in the first place, going to need to really think about it before we can say anything is truly useless.


I am more used to daemons requiring a lot of inter-locking pieces and buff stacking.


You would rather bring Khorne isn't giving us Slaanesh players any more info on the faction, which was my question specifically. Not everyone plays Khorne or wants to. But if that's all you are willing to share then fair enough and thanks for your time.
   
Made in sg
Been Around the Block




I have already listed the most useful non-weapon artefact for Slaanesh as well as their new powers.

I can double check if I have mentioned Slaanesh warlord traits. I am not sure if there is anything else you might be wishing for?

This message was edited 2 times. Last update was at 2018/01/05 07:37:29


 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend





Gurnee, IL

xxhikaru123 wrote:
I have already listed the most useful non-weapon artefact for Slaanesh as well as their new powers.

I can double check if I have mentioned Slaanesh warlord traits. I am not sure if there is anything else you might be wishing for?


What are the Warlord traits, please.

"Fear the cute ones." 
   
Made in us
Tzeentch Veteran Marine with Psychic Potential





The point costs not going down on a lot of daemons just confirms to me that GW still doesn’t understand multi-wound infantry/bike/cav models are not as good this edition. It is why terminators and bikes are over costed and why daemon armies will end up being the basic troops and characters other than probably flamers. And that is only for deep strike bomb.
   
Made in sg
Been Around the Block




Slaanesh

1. 3" To M
2. Reroll fail hit and wound against Char.
3. If warlord charges, add D3 to Attacks until end of ensuing fight phases. (roll D3 after charge)
4. Each time you make a wound roll of 6+ in fight phase. Suffers an additional MW.
5. Add 1 to warlord Attack characteristics.
6. Enemy model -1 attack (min 1) within 6" of your warlord. Does not affect vehicles.

I like 6, but very specific and dependent on opposing army.

This message was edited 1 time. Last update was at 2018/01/05 07:45:16


 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend





Gurnee, IL

drakerocket wrote:
And vastly better against anything multi wound. Daemonettes are worse than bloodletters have the same points and the same role. So yeah, it'd be cool if that was shifted. Part of that is quicksilver reflexes being quite poor in practice.


To be fair though Bloodletters went several editions being garbage in comparison to Daemonettes. That's GW Daemons rules writing for you, they either vastly overate or underrate the power of various unit every iteration. I'm honestly more frustrated that my Heralds are trash in melee even with being boosted to Damage 2. Going from Etherblades last codex to having AP-1 and sometimes AP-4, is garbage when any Marine Sgt can snag AP-3 with a 4 pt power sword. If they wanted to give us some DMG 2 love, it should just have been an upgrade to Daemonettes since the box comes with 4 giant claws. It is what it it is. I'm not going to stop playing mono-Slaanesh, we've been bad before its nothing new. I for one can't wait to read GW's article tomorrow explaining how absolutely "AMAZING" Slaanesh is now, though.


Automatically Appended Next Post:
xxhikaru123 wrote:
Slaanesh

1. 3" To M
2. Reroll fail hit and wound against Char.
3. If warlord charges, add D3 to Attacks until end of ensuing fight phases. (roll D3 after charge)
4. Each time you make a wound roll of 6+ in fight phase. Suffers an additional MW.
5. Add 1 to warlord Attack characteristics.
6. Enemy model -1 attack (min 1) within 6" of your warlord. Does not affect vehicles.

I like 6, but very specific and dependent on opposing army.


Those actually, aren't bad. Was there just the one Slaanesh relic or were the other just one artifact or can you share any others?

This message was edited 1 time. Last update was at 2018/01/05 08:07:56


"Fear the cute ones." 
   
Made in au
Frenzied Berserker Terminator






xxhikaru123 wrote:
Slaanesh

1. 3" To M
2. Reroll fail hit and wound against Char.
3. If warlord charges, add D3 to Attacks until end of ensuing fight phases. (roll D3 after charge)
4. Each time you make a wound roll of 6+ in fight phase. Suffers an additional MW.
5. Add 1 to warlord Attack characteristics.
6. Enemy model -1 attack (min 1) within 6" of your warlord. Does not affect vehicles.

I like 6, but very specific and dependent on opposing army.

Very nice, thanks for the info. Any chance we could see the Khorne traits as well?
   
Made in us
Regular Dakkanaut





Small request of 2 bits:

The gw tzeentch reveal seemed to allude to blue horrors having a shooting attack now, is this correct or just community page hype being poorly worded again?

Second and more important bit:

can you give us an idea of how the loci they spoiled in the original faction focus are obtained/distributed?

is it an effect that only occurs in mono-god detachments, and which units provide the effects?

more info on the army-wide rules and if there were any changes to summoning in there would be very much appreciated. Thanks for all you've shared so far!
   
Made in es
Longtime Dakkanaut





bilepiper rules pleaseee
   
Made in sg
Been Around the Block




 WindstormSCR wrote:
Small request of 2 bits:

The gw tzeentch reveal seemed to allude to blue horrors having a shooting attack now, is this correct or just community page hype being poorly worded again?


no. only pink horrors can shoot.
   
Made in lt
Mysterious Techpriest






Yeah, I guess the only big bit we're missing is the Nurgle Piper rules.

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in us
Regular Dakkanaut





xxhikaru123 wrote:
 WindstormSCR wrote:
Small request of 2 bits:

The gw tzeentch reveal seemed to allude to blue horrors having a shooting attack now, is this correct or just community page hype being poorly worded again?


no. only pink horrors can shoot.


I figured as much, for the loci, I'm mostly interested if they're the incentive to mono-god, or if they're just an additional aura for characters.
   
Made in sg
Been Around the Block




Khorne

1. Each time an enemy unit fails morale within 8" of your warlord, that unit loses 1 additional model.
2. Add 1 to warlord Attack characteristics, if there are more enemy models within 8" of it than friendly models.
3. 6+++ FnP. if you pass the 6+++ FnP, you can reroll all failed hits and wounds until end of your next turn. ( )
4. +1 warlord Strength
5. Each time ur warlord fights, can make a single attack instead of normal cc attack. Make a single hit roll, if successful, target suffers D3MW.
6. Reroll hits of 1 for friendly Khorne Daemon units that charged this turn and are within 8" of your Warlord when they fight ( )

Tzeentch

1. Add 1 to result of 1st psychic test taken by your warlord.
2. reduce all dmg by 1 (min1 to warlord)
3. reroll failed morale test for friendly tz daemons within 9 of warlord.
4. add 6" to range of first psychic power casted by warlord
5. roll d6, 2+ ignore perils of warp.
6. Reroll wounds rolls of 1 by tzeentch daemons for shooting phase, within 9" of warlord.

Nurgle
1. +1 Wound
2. Each time warlord lose Wound in fight phase. 4+ , unit that caused that wound to the warlord , suffers a MW.
3. Your opponent must subtract -1 from all hit roll that target warlord if attacking unit within 7"
4. Add 1 to all wound roll made by warlord in the fight phase unless target vehicle.
5. Warlord got a 4+ save.
6. Roll a dice for each enemy within 1" of warlord at start of your turn. On a 4+, that unit suffers a MW.

This message was edited 2 times. Last update was at 2018/01/05 09:04:02


 
   
Made in nl
Regular Dakkanaut




Thanks a lot!

Does Skarbrand have a set warlord trait or can you choose for him?

This message was edited 1 time. Last update was at 2018/01/05 08:59:42


 
   
Made in us
Regular Dakkanaut





xxhikaru123 wrote:

WL trait stuff


Neat. Tzeentch #2 plus the impossible robe would make for a nicely durable LoC
   
Made in sg
Been Around the Block




 WindstormSCR wrote:
xxhikaru123 wrote:

WL trait stuff


Neat. Tzeentch #2 plus the impossible robe would make for a nicely durable LoC


not my cup of tea but yeah , it makes the LoC pretty dang thick.
   
Made in es
Longtime Dakkanaut





Wow, interesting warlord traits!!



xxhikaru, thanks a lot

But do you hate bilipiper herald? You havent said anything about it
   
Made in sg
Been Around the Block




zamerion wrote:
Wow, interesting warlord traits!!



xxhikaru, thanks a lot

But do you hate bilipiper herald? You havent said anything about it


Must make you guys buy the codex, otherwise, i will regret doing this.
   
Made in us
Regular Dakkanaut





xxhikaru123 wrote:
not my cup of tea but yeah , it makes the LoC pretty dang thick.


I recently started an AoS/40k mono tzeentch, and the only real problem with the LoC has been surviving to make back his points. Now that he'll have a reasonable chance to do so, it makes taking him not seem like a handicap anymore, and with the new powers the extra casting potential looks useful over a herald
   
Made in gr
Nurgle Veteran Marine with the Flu





Athens, Greece

xxhikaru123 wrote:
zamerion wrote:
Wow, interesting warlord traits!!



xxhikaru, thanks a lot

But do you hate bilipiper herald? You havent said anything about it


Must make you guys buy the codex, otherwise, i will regret doing this.


Already ordered it from LGS! Interested if nurgle has anything else for heavy spot apart from grinders. And if grinders have any changes apart from canon..?

Killing is easy. Being politically correct is a pain in the ass...
My Chaos Space Marines showcase so far: http://www.dakkadakka.com/dakkaforum/posts/list/437151.page (too old - i will update it soon) 
   
Made in us
Loyal Necron Lychguard





xxhikaru123 wrote:
Khorne

1. Each time an enemy unit fails morale within 8" of your warlord, that unit loses 1 additional model.
2. Add 1 to warlord Attack characteristics, if there are more enemy models within 8" of it than friendly models.
3. 6+++ FnP. if you pass the 6+++ FnP, you can reroll all failed hits and wounds until end of your next turn. ( )
4. +1 warlord Strength
5. Each time ur warlord fights, can make a single attack instead of normal cc attack. Make a single hit roll, if successful, target suffers D3MW.
6. Reroll hits of 1 for friendly Khorne Daemon units that charged this turn and are within 8" of your Warlord when they fight ( )

Tzeentch

1. Add 1 to result of 1st psychic test taken by your warlord.
2. reduce all dmg by 1 (min1 to warlord)
3. reroll failed morale test for friendly tz daemons within 9 of warlord.
4. add 6" to range of first psychic power casted by warlord
5. roll d6, 2+ ignore perils of warp.
6. Reroll wounds rolls of 1 by tzeentch daemons for shooting phase, within 9" of warlord.

Nurgle
1. +1 Wound
2. Each time warlord lose Wound in fight phase. 4+ , unit that caused that wound to the warlord , suffers a MW.
3. Your opponent must subtract -1 from all hit roll that target warlord if attacking unit within 7"
4. Add 1 to all wound roll made by warlord in the fight phase unless target vehicle.
5. Warlord got a 4+ save.
6. Roll a dice for each enemy within 1" of warlord at start of your turn. On a 4+, that unit suffers a MW.


Can you tell us which warlord traits are assigned to the named daemons? I'm specifically interested in Kairos though I imagine players of other gods might be wondering about their named characters.
   
Made in gr
Nurgle Veteran Marine with the Flu





Athens, Greece

Also is epidemius the same? Cause if he hasn’t changed then he will work as before buffing and getting buffs from oblits etc.

Killing is easy. Being politically correct is a pain in the ass...
My Chaos Space Marines showcase so far: http://www.dakkadakka.com/dakkaforum/posts/list/437151.page (too old - i will update it soon) 
   
Made in es
Longtime Dakkanaut





xxhikaru123 wrote:
Must make you guys buy the codex, otherwise, i will regret doing this.


hahahaha

Good point.

Tomorrow im going to preorder it sure. I'm just an impatient and I need to know to start thinking lists.

anyway, thank you
   
Made in se
Regular Dakkanaut






Has it been confirmed that pre-orders will be up tomorrow?
   
Made in lt
Mysterious Techpriest






Errr... that's 4++ on the nurgle warlord trait.... right? ._.

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in sg
Been Around the Block




 rvd1ofakind wrote:
Errr... that's 4++ on the nurgle warlord trait.... right? ._.


4+. 2+ standing in the tree I suppose. Or rly good against bolter / no AP fire.
   
Made in lt
Mysterious Techpriest






Yeah...........................................................................................................................................................................................

Anywho, 3'' movement ain't terrible. KoS+Seekers might be cool :(

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in us
Regular Dakkanaut




xxhikaru123 wrote:
 rvd1ofakind wrote:
Errr... that's 4++ on the nurgle warlord trait.... right? ._.


4+. 2+ standing in the tree I suppose. Or rly good against bolter / no AP fire.


Any chance you could get us the timing on triggering the universal +1 inv stratagem?

Timing makes or breaks defensive stratagems.

During your own turn: awful
Start of opponent turn: decent
When targeted by an attack: great
When rolling saves: amazing
   
Made in gb
Pulsating Possessed Space Marine of Slaanesh





Aetauraokas FW Changer of ways with the -1 wound warlord trait is going to be amusing.
   
 
Forum Index » 40K General Discussion
Go to: