Chaos Daemons 8th Edition Codex: Leak Compilation
Time for another leak and rumor compilation, this time for Warhammer 40k 8th edition Chaos Daemons codex rumors and leaks. As with the other compilations the Warhammer 40k 8th edition Chaos Daemons codex will feature both Games Workshop community info and any other Internet leaks and rumors as they come!
Check back everyday as new leaks and rumors for Warhammer 40k 8th edition Chaos Daemons Codex will be added, without notification.
Pre-orders Jan. 6th Release Date Jan. 13th:
- Chaos Daemons Codex: $40
- Datacards: $15
Updated Unit Information:
- Daemons are still 5++.
- God specific traits are the same.
- Most attacks even shooting are Strength User
- Beast of Nurgle are 5 Wounds now , and if you try to Fall Back from them (1″), on a 4+, do a mortal wound
- S10 Exalted Flamers.
- S4 Tzeentch Horrors, Assault 3 if 20+ pink horrors. (30 horrors shooting 90 S4, with reroll 1s to hit and wounds, and +1 to wound)
- S5 Flamers.you can add +1 to wound
- No 3++ horror.
- Lord of Change/Kairos drop 20-35.
- Brimstone horrors are 6++, blues are 5++, pinks are 4++.
- Changeling lost -1 to hit for 6+++ FNP.
- Flamers are 12″ range now
- Exalted are 3 shots instead of D3.
- Bloodthirsters no change to pt Insensate Rage BT have two attack profiles now. Second (new) S:U -2 1 dmg , make 2 hit roll instead of 1 if use this attack.
- All Bloodthirsters get a rule that for each unmodded hit roll of 6, they score a 2nd free hit.
- Belakor – has access to Dark Hereticus
WC6. Reroll a single dice roll later during ur turn.
WC5. Pick friendly tz daemon unit within 18″. Until next psychic phase, +1 to wound roll.
WC8. nearest enemy model wihtin 12, that model’s unit and every other unit (friend or foe) within 3′ of that model , suffers d3 MW. Suffer D6 MW, if power manifested with more than psychic roll of 12+.
Wc7. Roll D6 for every unit (excluding nurgle) within 7″ of caster. 4+ D3 MW.
WC6. Pick enemy unit visible within 18″. -1 Toughness.
WC6 Miasma of Pestilence same as DG contagion but targets Nurgle Daemon.
WC5. Select friendly slaanhesh daemon within 18″. 6+++ FnP
WC6. select enemy unit within 18 visible. Roll d6 for every model in that enemy unit. on a 6, 1 mw.
WC6. All enenmy unit -1 ld within 12 inch of psyker.
General Warlord Traits:
Specific Warlord Traits:
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.
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 ( )
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.
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
- 1CP You cannot re-roll saving throws but it gives a daemon unit +1 to invulnerable saves. No better than 3++.
- 1CP When enemy psyker suffers perils of the warp, use this stratagem, they take 2d3 MW instead of 1d3.
- Deepstrike: 1 CP for 8 PL and below, 2 Cp for 9 PL and above no other restrictions.
Chaos God Stratagems:
- 1CP Slaanesh: Pick slaanesh daemon unit, all units within 3″of that -1 Attack for that phase. (To a minimum of 1.)
- 1CP Nurgle: Pick a unit with an icon before battle. during 1 fight phase. dmg characteristics of a plaguesword carried by that unit increased to 2
- 2CP Tzeentch: Pick a char, 6″ aura of re-roll psychic test.
- 1CP Khorne: Pick a banner, that unit charges 3D6 instead of 2D6.
- Slaanesh: 1x per game, start of phase, select enemy char within 12″ roll 3d6, if exceed enemy char ld, it cannot do anything, and its abilities don’t affect anything.
- Nurgle: Every time bearer kills a model in fight phase while within 7′ of a plaguebearer unit , on a 4+, add a PB to that unit.
- Tzeentch: 1 additional TZ power
- Tzeentch: +1 to smite cast
- Khorne: (Monsters only) – 4++ Deny 1 power in each enemy psychic phase.
- Khorne: 1 model. Each time you make wound roll of 6+ fr friendly khorne daemon unit within 6″ of bearer, can make another free attack.
Warhammer Community Sneak Peaks
Slaanesh’s Daemonic Locus allows your units to close the distance on the enemy with terrifying speed. Combined with the natural swiftness of your units, you’ll be able to compensate for your lack of shooting by hitting enemy lines before they can fully react.
Where the Daemons of Slaanesh really shine is using their Characters, from Heralds to Keepers of Secrets, thanks to a powerful suite of Hellforged Artefacts and Warlord Traits. The Mark of Excess is punishing when used against armies with a multitude of Characters or larger creatures. Against a force of Tyranids, or an Astra Militarum player making use of multiple Regimental Advisors, you’ll be able to cause havoc amongst the enemy ranks.
Indeed, with Quicksilver Duellist, one of the six Slaaneshi Warlord Traits in the book, Keepers of Secrets are superb Character assassins, but they can just as easily be transformed into invaluable battlefield support units. Combine yours with Bewitching Aura, and the enemy will find the combat potential of their units considerably reduced.
Servants of Slaanesh now have some new psychic powers to play with, too. The most interesting of these is Phantasmagoria, an ability that reduces enemy Leadership in a considerable radius. On its own, this power might not seem like much, but throw in some other Leadership reducing units, like Be’Lakor or some allied Heretic Astartes from the Night Lords, and morale casualties can start stacking up very quickly.
It’s not just about the characters, mind – Slaanesh armies have a range of options to help improve their standard infantry. Daemonettes move fast and hit hard, but can struggle with durability when they’re counter-attacked. Now, the Aura of Acquiescence Stratagem can be used to help them survive combat against your opponent’s most dangerous units. Alternatively, use the Rapturous Standard and tear through them before they can counter-attack!
Nurgle players are used to relying on their high durability, and now they can match that with several potent offensive bonuses.
For example, standard units of Plaguebearers make for an effective core to any Nurgle army, and their excellent durability can now be accompanied by several upgrades to damage from Stratagems, supporting abilities and Daemonic Loci.
The Plague Banner Stratagem, for instance, allows you to give a Nurgle unit a devastating damage boost on a single turn, and combines superbly with the Locus of Virulence.
What’s more, they’re very effective when fielded with the Spoilpox Scrivener. This is one of the new Heralds in Codex: Chaos Daemons that improves the fighting prowess of your infantry by relentlessly criticising them for not meeting their tallies. On the tabletop, this means you’ll move faster and hit more frequently, turning a unit that’s usually fulfilling the role of an objective-holder or defensive screen into a very respectable offensive option.
The new codex also brings an iconic hero you may recognize from the Mortal Realms into the 41st Millennium (the nature of Chaos is strange indeed…). You’ll be able to add Horticulous Slimux to your Daemons army, and he comes festooned with feculent features that’ll help your army out. For one, the Grand Cultivator provides significant bonuses to nearby Beasts of Nurgle, and for another, the Daemon can set up Feculent Gnarlmaws every movement phase, allowing you to quickly turn the battlefield into a foetid forest.
The Feculent Gnarlmaw is a new piece of scenery that fits into your army’s Fortification slot. On the battlefield, it’ll provide significant cover saves to your Nurgle units, shielding them against deadly first turn attacks, and when you want to counter-attack, you’ll be able to advance then charge (and shoot!) offering your usually slow Nurgle units a surprising turn of speed.
Finally, the Great Unclean One is the ideal option for Nurgle armies looking for a leader. You’ll be able to customise yours with new psychic powers, Warlord Traits, Hellforged Artefacts and wargear, allowing it to fulfil a range of roles. One particularly nasty option is the Horn of Nurgle’s Rot, which has an ability that allows you to bolster nearby units of Plaguebearers as you carve through the enemy.
Firstly, it’s worth reiterating the potential of the Locus of Trickery. While a little unpredictable, combined with your solid Invulnerable saves, this ability means your units are going to be very difficult to displace in close combat, while also helping your larger Daemons like the Lord of Change resist incoming close combat damage.
As you’d expect, Tzeentch armies have a panoply of magical tricks up their sleeves with new psychic powers. Gaze of Fate is a simple but effective example, allowing you to consistently generate free re-rolls – perfect if you want to preserve your Command Points for some of the powerful new Stratagems available to the army.
Locus of Conjuration is a key ability for Tzeentch armies – with it, you’ll be able to ensure success on trickier Psychic tests and ensure that your all-important Smites land – even if you’re playing with the recently-announced beta rules and have to deal with tests of escalating difficulty.
Tzeentch armies have the potential to be pretty deadly in the Shooting phase as well as the Psychic phase, thanks to the Flickering Flames psychic power. After all, with +1 to wound, even lesser Horrors have a shot at bringing down larger foes through sheer volume of fire.
Tzeentch players looking to design their own leaders will find the codex very rewarding as well, thanks to another set of Warlord Traits and Hellforged Artefacts to choose from. The Impossible Robe allows you to make a chosen Herald or Lord of Change astoundingly durable, especially when you take into account Ephemeral Form, which boosts the save to a 3+!
Whether you’re looking to insert a deadly block of Bloodletters into the enemy frontlines, or you’ve got a tricky charge to make with a Bloodthirster, this helps you get your Daemons where they need to be as soon as possible.
Khorne armies also have some powerful artefacts on hand, ranging from deadly weaponry to some essential utility items. One particularly useful option is the Armour of Scorn; as well as upgrading the invulnerable save of a key Character, it’ll also help shore up your psychic defences against any cowards that dare use magic against a servant of the God of Murder!
Skullreaver, meanwhile, is quite possibly one of the deadliest weapons in the entire game. In the hands of a Wrath of Khorne Bloodthirster, you’ll be able to carve through powerful Characters (even Daemon Primarchs of rival Chaos Gods) and enemy super-heavies with brutal efficiency.
Indeed, Greater Daemons of Khorne – or any Chaos God – have received a significant improvement in the new codex thanks to 24 (yes, 24!) Warlord Traits. For Khorne, you won’t want to overlook Oblivious to Pain, which provides an additional save against wounds, as well as forcing any enemy shooting at you to risk supercharging your favourite Character in the next turn:
Chaos Daemons forces possess a new kind of detachment-wide special rule that falls somewhere between codexes with a single faction (like the Death Guard) and multi-faction codexes (like the Space Marines). When taking a pure Daemons of Chaos detachment, you’ll be rewarded with Warlord Traits, Stratagems, psychic powers, scoring priority on your Troops choices and so on. Focus yourself further, however, and commit yourself to a specific Dark God, and you’ll receive special rewards in the form of Daemonic Loci. Daemonic Loci are powerful aura abilities gained by the Characters in your army. Excitingly, unlike previous editions, these Loci affect every single Daemon unit in your detachment, including your Greater Daemons! For today’s preview, we’ll be taking a look at what each Chaos God can expect to see.
The Locus of Rage is one of the simplest in the Daemons codex, but it’s doubtless very effective – after all, the last thing you want when playing a Khornate force is to miss a key charge!
Whether you’re looking to engage your enemy with an overwhelming horde of Bloodletters, or just ensure that Skarbrand gets into combat as quickly as possible, this locus makes pure assault armies very viable indeed.
The Locus of Trickery is an appropriately devious ability that can, with a lucky roll, make your units much harder to hit:
In practice, as long as you don’t roll a 1, you’ll find yourself ignoring a healthy portion of hit rolls, helping everything from Brimstone Horrors to Lords of Change survive an enemy onslaught.
The Locus of Virulence provides some very helpful offensive bonuses to your Nurgle armies:
Traditionally, Nurgle Daemons are tremendously durable, but units like Plaguebearers can lack a little offensive punch. With this Locus, you’ll be a lot deadlier in melee, particularly against larger creatures, vehicles and elite infantry like Primaris Space Marines and Terminators.
Nurgle armies are particularly well-served by the new codex thanks to a host of new units, from new Heralds to the debut of Horticulous Slimux in the 41st Millennium – check some of them out in our 7 Days of Nurgle previews.
Slaanesh’s Locus of Swiftness provides a natural counterpoint to Khorne’s by allowing you to advance and charge, letting you close the distance between you and the enemy with horrifying speed.
This is particularly deadly on a unit of Seekers (who have bonuses to their advance and charge rolls) or even just Daemonettes, allowing you to tie up a ranged army in melee early on.
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