Daemons 8th Edition

As of 03-10-2018 Daemons Summery 

The new Chaos Daemons Codex is a fantastic example of the 8th edition rule writing paradigm. The Daemons codex illustrates the artificial constraints Games Workshop has developed and reacted to over the last year. It is a codex mostly constructed by feedback by the community and playtesters. Thus making the Daemons codex a bland mess build on a land of inoffensive; while the community is distracted by things like can or cannot Deep Strike a Daemon Primarch.

Even though we like to think rules are the only thing that make up a codex Games Workshop has another idea, so in that spirit let us break down the codex before diving into rules.

There is no doubt the Chaos Daemon Codex will still produce very powerful armies, but much of the joy has been removed from previous editions. Of course, for many players this is a relief as older edition combos were exploited, time consuming, and eye rolling inducing. Streamlining though has it is limits, and beyond Tzeentch it does’t feel like the different Gods have much flexibility. There is no synergy between Gods, nor negatives for playing adversaries between them. Games Workshop had a good opportunity to fix the abuses of past editions, but instead they kept things so simple with combos limited to making X unit slightly better for X phase.

More thought could have been put into the Stratagems; creating a real unique play experience for both sides of a game, but instead we get Khorne being more killy, Tzeentch more shooty, Nurgle more resilient, and Slaanesh more speedy. It all makes fluff sense, but doesn’t expand the faction in any meaningful way. It is also a problem that one God is really left behind, we can only hope Games Workshop makes a decision on what to do with Slaanesh one way or another because the model range and thus the rule feel really shallow at the moment.

Overall, Daemons are not going anywhere, but they will play very predicable, something the new imaginative adverse Games Workshop might only be happy with.

Below you find all the quick reference material you need to build a Daemons army.

As of 03-10-2018 Daemons Stratagems groups are…

  • Universal Stratagems
  • Chaos Daemons Stratagems
  • Chaos God Stratagems

(See tabs for details)

 

As of 08-18-2017 Universal Stratagems are…

Command Re-Roll: 1 CP

You can re-roll any single dice.

Counter-Offensive: 2 CP

Used right after an enemy unit that charged has fought. Select one of your own eligible units and fight with it next.

Insane Bravery: 2 CP

You can automatically pass a single Morale test and must be used before taking the test.

 

As of 03-10-2018 Daemons Stratagems are…

Rewards of Chaos: 1/ 3 CP

Use before the battle. Your army can have one extra Hellforged Artefact for 1 CP, or two extra Hellforged Artefact for 3 CPs. All the Hellforged Artefact that you include must be different and be given to different Daemon Characters.

Denizens of the Warp: 1/2 CP

Use this during deployment. If you spend 1 CP, set up one of your Daemon units that has a Power Rating of 8 or less of your Daemon units that has a PR of 8 or less in the warp instead of placing it on the battlefield. If you spend 2 CPs, you can choose a Daemon unit tht has a PR of 9 or more instead. At the end of any of your Movement phases that unit can tear its way into reality – set it up anywhere on the battlefield that is more than 9″ away from any enemy models.

Daemonic Incursion: 2 CP

Use this when one of your Daemon (units other than a named character) is destroyed by a Grey Knights unit. The destroyed unit is returned to your army at full strength, and is set up on the battlefield at the end of your next Movement phase, anywhere on that battlefield that is more than 9″ from any enemy models. This does not cost you any reinforcement points in a matched play game.

Soul Sacrifice: 2 CP

Use this before a Chaos Character from your attempts to summon Daemons to the battlefield using a Daemonic Ritual. That character suffers D3 mortal wounds, but you can roll up to 4 dice rather than 3 for the summoning roll. In addition, re-roll hits of 1 for the summoned unit while it is within 6″ of the character that performed the Daemonic Ritual.

Daemonic Pact: 1 CP

Use this after a Chaos Character from your army summons a unit of Daemons using a Daemonic Ritual. That character can immediately attempt to summon a second unit of Daemons using Daemonic Ritual.

Daemonic Possession: 1 CP

Use this at the start of any phase. Select a unit of Daemons; until the end of the phase, you cannot re-roll savings throws for that unit, but its invulnerable save is improved by to a max of 3+

As of 03-10-2018 Daemons Stratagems are…

Banner of Blood: 1 CP

Use this before the battle. Choose one of your Khorne models with a Daemonic Icon. That icon in addition to its normal ability, can be used once per battle, just before the bearer’s unit declares a charge. When used, the bearer’s unit can charge 3D6 instead of 2D6

Locus of Wrath: 2 CP

Use this at the start of any Fight phase. Select Khorne Daemon Character from your army – until the end of the phase you can re-roll failed hit rolls made for friendly Khorne Daemon units within 6″ of that model.

Frenetic Bloodlust: 3 CP

Use this at the end of the Fight phase. Select one of your Khorne Daemon units – that unit can immediately fight again.

Revolting Regeneration: 2 CP

Use this at the end of your Movement phase. Select one of your Nurgle Daemon units. ONe model in the unit regains D3 lost wounds. If there are no wounded models in the unit. and that unit has suffered any casualties, a single model from the unit is returned to play with one wound remaining.

Plague Banner: 1 CP

Use this before the battle. Choose one of your Nurgle with a Daemonic Icon. That icon in addition to its normal ability, can use once per battle, just before the bearer’s unit fights. When used increase the Damage characteristic of all plagueswords carried by the bearer’s unit to 2 until the end of the phase.

Locus of Fecundity: 2 CP

Use this at the start of any phase. Select a Nurgle Daemon Character from your army – until the end of the phase you can re-roll Disgustingly Resilient rolls of 1 made for friendly Nurgle Daemon units within 6″ of that model.

Blasted Standard: 1 CP

Use this before the battle. Choose one of your Tzeentch models with a Daemonic Icon. That icon in addition to its normal ability, the power of the banner can be used once per battle, at the beginning of any Psychic phase. When used roll 9 dice:; for each roll of 6, the closest visible enemy unit within 9″ suffers a mortal wound.

Magical Boon: 1 CP

Use this at the end of your Psychic phase. Select a Tzeentch Daemon Psyker from your army; it can immediately attempt to manifest one additional psychic power this turn.

Locus of Conjuration: 2 CP

Use this at the start of your Psychic phase. Select a Tzeentch Daemon Character from your army – until the end of the phase you can re-roll any failed Psychic test made for friendly Tzeentch Daemon units, within 6″ of that model.

Locus of Grace: 1 CP

Use this at the start of any Fight phase. Select a Slaanesh Daemon Character from your army – until the end of the phase, each time you make a wound roll of 6+ for a friendly Slaanesh Daemon unit within 6″ of that character, the model that made that attack can immediately make an extra attack against the same target using the same weapon. These bonus attacks cannot themselves generate any further attacks.

Aura of Acquiescence: 1 CP

Use this at the start of any Fight phase. Select a Slaanesh Daemon unit from your army – enemy units within 3″ of that unit reduce their Attacks characteristic by 1 (to a minimum of 1) until the end of the that phase.

Rapturous Standard: 1 CP

Use this before the battle. Choose one of your Slaanesh models with a Daemonic Icon. That icon in addition to its normal ability, the power of the banner can be used once per battle, just before the bearer’s unit fights. When used you can re-roll all failed it rolls made for the bearer’s unit until the end of the phase.

As of 03-10-2018 Daemons Unique Item groups are…

  • Hellforged Artefacts of Khorne
  • Hellforged Artefacts of Tzeentch
  • Hellforged Artefacts of Nurgle
  • Hellforged Artefacts of Slaanesh

(See tabs for details)

If your army is led by a Daemon Khorne Warlord, you may give one Hellforged Artefacts to a Daemon Khorne Character in your army. Named characters cannot be given relics. Some Hellforged Artefacts replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

Armour of Scorn

Khorne Monster Model only. The wearer gets a 4+ invulerable save and can attempt to deny one psychic power in each enemy Psychic phase.

The Crimson Crown

Khorne model only. Each time you make a wound roll of 6+ for a friendly Khorne Daemon unit within 6″ of the bearer, the model that made the attack can immediately make an extra attacks against the same target using the same weapon. These bonus attacks cannot themselves generate any further attacks.

A’rgath, the King of Blades

Khorne model with blade of blood or hellforged sword only.. Replace the bearer’s blade of blood or hellforged sword with the following profile: Melee, S +1, AP 4, D D3. Re-roll all failed wound rolls for this weapon when targeting a Character. If wielded by a Monster, increase this weapons’s Damage characteristic to 3.

Skullreaver

Khorne model with axe of Khorne, great axe of Khorne or daemonic axe only. Replace the bearer’s axe of Khorne, great axe of Khorne or daemonic axe with the following profile: Melee, S +3, AP -4, D D6. Re-roll failed wound rolls for this weapon when targeting a Titanic unit. Each time you make a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to the normal damage.

If your army is led by a Daemon Tzeentch Warlord, you may give one Hellforged Artefacts to a Daemon Tzeentch Character in your army. Named characters cannot be given relics. Some Hellforged Artefacts replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

The Endless Grimoire

Tzeentch Psyker only. The bearer knows one additional psychic power from the Tzeentch discipline.

The Impossible Robe

Tzeentch model only. The wearer has a 4+ invulnerable save. In addition, once per game you ca re-roll a single failed saving throw for the wearer, but if the re-roll results in a 1 the wearer is immediately slain.

The Everstave

Tzeentch model with rod of sorcery of staff of change only. Add 1 to the bearer’s Psychic tests whenever it attempts to manifest Smite.

Soul Bane

Tzeentch Herald only model with ritual dagger. Replace the bearer’s ritual dagger with the following profile: Melee, S User, AP -5, D1. Invulnerable saves cannot be taken against this weapon.

If your army is led by a Daemon Khorne Warlord, you may give one Hellforged Artefacts to a Daemon Khorne Character in your army. Named characters cannot be given relics. Some Hellforged Artefacts replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

Horn of Nurgle’s Rot

Nurgle model only. Roll a D6 each time the bearer kills an enemy model in the Fight phase whilst withing 7″ of one or more friendly units of Plaguebearers. On a 4+ you can add a single Plaguebearer model to one of those units

The Entropic Knell

Nurgle model only. Enemy units must subtract 1 from their Leadership whilst they are within 7″ of the bearer.

Corruption

Nurgle model with plaguesword, balesword, bileblade or hellforged sword only. Replace the bearer’s plaguesword, balesword, bileblade or hellforged sword with the following profile: Melee, S +2, AP -3, D D3. Re-roll all failed wound rolls made for this weapon.

If your army is led by a Daemon Slaanesh Warlord, you may give one Hellforged Artefacts to a Daemon Slaanesh Character in your army. Named characters cannot be given relics. Some Hellforged Artefacts replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

The Forbidden Gem

Slaanesh model only. Once per game, at the start of any enemy phase, the bearer can target a single enemy Character within 12″. Roll 3D6; if the total exceeds that model’s Leadership, it cannot act (do or react to anything) until the end of the phase and it cannot use any abilities on its datasheet that affect another unit.

The Mark of Excess

Slaanesh models only. Add 1 to the bearer’s Attacks. Add a further 1 each time the bearer slays a Character or Monster.

Soulstealer

Slaanesh model with witstealer sword or hellforged sword only.. Replace the bearer’s witstealer sword or hellforged sword with the following profile: Melee, S +1, AP -3, D3. Each time a model is slain by this weapon, the bearer regains 1 lost wound, Re-roll all failed wound rolls made for this weapon when targeting an Aeldari unit.

Slothful Claws

Slaanesh Herald with ravaging claws only. Replace the bearer’s ravaging claws with the following profile: Melee, S +1, AP -2, D2. Each time you make a wound roll of 4+ for this weapon, that hit is resolved at AP -4 instead of -2.

As of 03-10-2018 Daemons Warlord Traits are…

  • Universal Warlord Traits
  • Khorne Warlord Traits
  • Tzeentch Warlord Traits
  • Nurgle Warlord Traits
  • Slaanesh Warlord Traits

(See tabs for details)

If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army.

Legendary Fighter: 

If this Warlord charges in the Charge phase, add 1 to their Attack’s characteristic until the end of the ensuing Fight phase.

Inspiring Leader: 

Friendly units within 6″ of this Warlord can add 1 to their Leadership characteristic.

Tenacious Survivor:

Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound.

If the Warlord of your army is an Khorne Character, you can pick the Warlord Trait from the Khorne Traits Table.

Aspect of Death

Each time an enemy unit fails a Morale test within 8″ of your Warlord, one additional model flees from that unit.

Glory of Battle

Add 1 to your Warlord’s Attacks whilst there are more enemy models within 8″ of it that there are friendly models.

Oblivious to Pain

Roll a dice each time your Warlord loses a wound. On a roll of 6, do not lose that wound an you can re-roll all failed hit and wound rolls made for it unit the end of your turn.

Immense Power

Add 1 to your Warlord’s Strength.

Devastating Blow

Each time your Warlord fights, it can make a single attack instead of its normal close combat attacks. If it does, make a single hit roll; if successful, the target suffers D3 mortal wounds.

Rage Incarnate

Re-roll hit rolls of 1 for friendly Khorne Daemon units that charged this turn and are within 8″ of your Warlord when they fight.

If the Warlord of your army is an Tzeentch Character, you can pick the Warlord Trait from the Tzeentch Traits Table.

Born of Sorcery

Add 1 to the result of the first Psychic tests made for your Warlord in each Psychic phase.

Incorporeal Form

Reduce all damage inflicted on your Warlord by 1 to a minimum of 1.

Warp Tether

You can re-roll failed Morale tests for friendly Tzeentch Daemon units within 9″ of your Warlord.

Lorekeeper of Tzeentch 

Add 6″ to the range of the first psychic power manifested by your Warlord in each Psychic phase.

Tyrant of the Warp

Roll a dice each time your Warlord suffers Perils of the Warp; on a 2+ they do no suffer Perils of the Warp.

Daemonspark

Re-roll wound rolls of 1 in the Shooting phase for friendly Tzeentch Daemon units that are within 9″ of your Warlord.

If the Warlord of your army is an Nurgle Character, you can pick the Warlord Trait from the Nurgle Traits Table.

Blessed with Corpulence

Add 1 to your Warlord’s Wounds.

Acidic Ichor

Roll a dice each time your Warlord loses a wound in the fight phase. On a 4+ the unit that inflicted that wound is splashed by acidic ichor and suffers a mortal wound after all of its own attacks have been resolved.

Plaguefly Hive

Your opponent must subtract 1 from all hit rolls that target your Warlord if the attacking unit is within 7″

Virulent Touch

Add 1 to all wound rolls made by your Warlord in the Fight phase unless it is targeting a Vehicle.

Impenetrable Hide

Your Warlord has a Save of 4+

Pestilent Miasma

Roll a dice for each enemy unit that is within 1″ of your Warlord at the start of your turn. On a 4+ that unit-suffers a mortal wound.

If the Warlord of your army is an Slaanesh Character, you can pick the Warlord Trait from the Slaanesh Traits Table.

Celerity of Slaanesh

Add 3″ to your Warlord’s Movement.

Quicksilver Duelist

You can re-roll failed hit and wound rolls for attacks made by your Warlord in the Fight phase against characters.

The Murderdance

If your warlord charges in the Charge phase, add D3 to their Attacks until the end of the ensuing Fight phase.

Fatal Caress

Each time you make a wound roll of 6+ for your Warlord in the Fight phase, the target suffers a mortal wound in addition to any other damage.

Savage Hedonist

Add 1 to your Warlord’s Attacks.

Bewitching Aura

Enemy models subtract 1 from their Attacks to a minimum of 1 whilst they are within 6″ of your Warlord. This does not affect enemy Vehicles

Codex Daemons 8th edition was released on 01-13-18

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