No flyers, but flying MCs.
Demons belong to a god and have hatred to demons of an opposing god. Furthermore a Slaanesh Herald for example can't joint nurgle demons.
Khorne: Furios charge, HoW with chariot is S7
Tzeentch: +3 on Ld for casting PSI, reroll of failded inv. saves of 1
Nurgle: Shrouded, slow (don't remember the english rule name), every unit consisting just of Nurgle Demons counts equiped with defence grenade
Slaanesh: Rending and fleet, Slaanesh-only unit runs D6+3". Slaanesh cavallerie runs 6" more. Vehicles (no walker) move 3" more in the shooting phase.
Demonic Instability
Units with these rule can't be joined by a model without these role. Unit pass every Ld., pinning or fear test. If the demons are loosing a CC they must test with 2D6. The difference between mod. Ld and dice roll is the number of additional wounds without saves!
Double 1: Every lost wound in this phase is restored. Every removed model comes back.
Double 6: Remove the whole unit.
Warlord:
1) Every CC weapon of the warlord gains instant death.
2)Warlord and unit has hatred against everyone
3) As long as the WL is alive every enemy gets -1 for fear tests
4) Friendly units choosen from these codex in 12" of the WL can reroll failed demonic instability tests
5) As long as the WL is alive you can reroll every roll on the warpfire table
6) As long as the WL was on the table at the beginning of the turn, every unit with the rule demon (including from Codex: Chaos) coming via deepstrike won't scatter if the first model is placed in 6" of the WL
Warpfire table
Is only active when demons are the main army. Role 2D6 at the beginn of the demon shooting phase and apply the result.
2) Every unit with demonic inst. (friend and foe) has to test for it
3) Choose randomly one character with demonic inst. rule. Test with 3D6. Wounds can only applied to the character.
4) Every unit with demon gets -1 for inv. saves until next roll on the table
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.
10) Every demon gets +1 on the inv. save.
11) Choose random one enemy Psyker (no vehicle, no demon, must be on the table). Has to take Ld test with 3D6, if he fails, he will be removed. Place a new herald of your choice without upgrades within 6". Not allowed to charge.
12) Place instantly a new unit with 2D6+3 demons (Bloodletters, pink horrors, demonettes or plague bearers, your choice) via deep strike,
Demons have 6+ armour, some have better saves (blood demon has 3+).
Blood demon no eternal warrior. The skulltaker(?) has eternal warrior and 3+ armour. Skarbrand and Karanak don't have eternal warrior. Lord of Change is Mastery Lv. 2 (divination and change(?)) and flying MC.
11 to15 pink horrors generate two warppoints, 16 to 20 horrors three warppoints. Kairos has a 4+ inv. save. Each of Kairos heads is a Lv. 4 Psyker. Both heads knew every change spell. In addition gains the right head on power from pyro and one divination. Left head - one pyro and one telepathy. Have to decide which head you use these turn. Can reroll one D6 every player turn (even from 2D6 or 3D6).
The blue Tzeentch demons are no psykers, but can use one power from the rulebook rolled with the dice without psy test.
Changeling in basecontact can replace one his stats (WS, S, T, I and/ or A) with one the enemy.
Big plague demon has mastery lv. 1 and plague and biomanty.
Nurgle slime beast can charge in the enemy phase! Ku'Gath can give wounds back to Nurgle Swarms.
Epidemus and his special rule
Count every unsaved wound caused by a demon of nurgle (friend and foe). Count even lost wounds saved by fnp or reanimation protocolls. Every Nurgle unit in 6" of Epidemus gains following bonus (cumulative)
7+: +1 strength
14+: +1 toughness
21+: poison (2+)
28+: fnp (4+)
Keeper of secrets has prefered enemy Eldar/ Dark Eldar. Mastery Lv. 1 telepathy and Slaanesh party lore.
The mask can reroll every failed inv. save. Has different dance.
There are chaos furies (maybe chaos harpyies in english).
Flame weapon of tzeentch - SR warpflame. At the end of every phase a unit with an unsaved wound caused by it has to make a Toughness test. Fail - D3 more hits withour armour or cover, passed - gains fnp 6+. If the unit has already fnp it be better by +1.
A unit hit by a skullcannon can be charged withount Ini loss caused by difficult terrain.
Axe of Khorne: Instant death by a to wound roll of 6.
Mutated warpsword (Tzeentch) If the bearer kills an enemy Character or MC roll a D6. On a +2 it be replaced with a chaos spawn.
Warp...(Tzeentch): A character or MC killed by the staff of change will explode. Every unit in D6" will gain D6 S5 AP- hits.
Plagueweapon: Models with one unsaved wound caused by these weapon have to pass a Toughness test or will loose another wound (no armour or cover).
Sword (Slaanesh). Like plagueweapon, but with Ini test.
A lot of characters don't buy equiment. They buy gifts in three different levels for points. What exacly these gifts are will be choosen random (D6). Roll at the same time as for the Warlord trait. One model can't have a gift twice (reroll), but you can have a gift more than one time in your army. You can replace one of the gifts with the 0. You gain a weapon or artefact for it (just one example given in the german text - Blade with Ap2, mastercrafted and special weapon).
Skarbrand or Blood Demon make demon princes of Khorne to Heavy Support instead of HQ.
Kairos and Lord of Change do the same for Tzeentch.
Ku'Gath and Big Nurgle demon for Nurgle.
Lord of Secrets does it for Slaanesh.
Damonprince 145 points, has to choose one god:
Khorne 15p.
Tzeentch 25p.
Nurgle 15p.
Slaanesh 10p.
Can be a flying MC for 40 points.
Up to 50 points for gifts (Lv. 1 gift 10p. Lv. 2 20p. Lv. 3 30).
Demon Prince not can be a psyker (not Khorne)
Mastery Lv. 1 25p.
Lv. 2 50p.
Lv. 3 75p.
Heralds counts only as a half HQ choice. They have special presences. which can be upgraded and give the unit a bonus.
Icons can be upgraded for unique effects and instruments can get more units out of reserve and give you rerolls on the warpstorm table.
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The plaguesword has an ability called Touch of Rust which autoglances when you roll a 6 for armourpen unless it would otherwise pen the vechile. there is another nurgle based weapon with that special rule aswell which im assumin heralds can take from their demonic gift allowance
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all deamons still got a 5+ invul, this counts also for every vehicle.
Exalted Gifts:
1: blessed twice: roll twice again on this chart. reroll another 1. xou apply both results without further costs
2. riftbringer: at the end of close combat phase in wich the daemon caused at least 1 unsaved wound you roll 2w6 and add 1 for each 3 unasved wounds the daemon caused. is the sum is 9 or higher a new unit of daemons will be created like the warpstorm table result number 12
3 souleater: at the end of the close combat phase, if the daemon caused at least one unsaved wound you roll a d6. on a 2+ the daemon gains another lifepoint (and may go up to 10 lifepoints)
4. unholy rage : the daemon gains the special rules rampage and rage
5. warpflame. the first time this daemon is slain dont remove him from the game but take him from the table instead. the daemon may come back from reserve with 1 wound remaining.
6. winds of chaos : 24" s 2w6 ap 4 assault 1 3" explosiv. fluktuation : roll the strenght after caling the target, if its 11 or 12 its counting as s10 but is a 5" blast instead of 3"
and the 0 again:
the daemon may take a hellforged artifact of his choise from the armory.. note that these are uniqe and only once taken:
eternal blade: s +1 ap - specialist weapon, honorseeker: at the beginning of the assault phase in wich the wielder is bound to roll a d3. the result will be granted to the wielders WS, initiative and attacks.
grimoire of true names: you may use it at any time in your movement phase. the target hast to be within 24" and at least one model with the special rule daemon has to be within the unit.
is the unit a enemy it has -1 on reserve rolls. is the unit a friendly unit roll a d6. on a 1-2 the all models in the unit (except the user) with the special rule daemon suffer -1 on the reserve rolls. if you roll a 3+ all models with the rule daemon have +2 on their invulnerable saves until your next turn.
portalglyph: may be used once per game. you may place it in the movement phase (does not matter when) place a 3" blast within 12" around the user. and let it scatter 4d6. if the marker goes off the board or cannot be placed it will move the distance so it can be placed (droppod) after that its a vehicle with the following profile : bs 0 12/12/12 hp 1
after placing the portalglyph you roll a d6 at the end of your movement phase. on a 4+ a new unit of d6 daemons (of your choisem horrors, daemonettes, plaguebearers or bloodletters) the unit got no upgrades but counts as a normal unit of its type.
the stone of the damned: at the beginning of the assault phase. every enemy character models that are not daemons have to make a ld test. if it passes, nothing happens. if it loses. the model has -d6 on his ld value. if a model goes below 0 this way. it gets removed instantly without saves allowed.
so for blue horrors: if a pink horror is slain place a blue horror marker.. at initiative 1 the blue horror attacks causing the enemy unit to suffer one s2 hit with ap -
Psychic Powers
Nurgle:
primaris: witchfire : flame s - ap 3 assault 1 poison 4+
1-2 : witchfire, 12" s 1 ap 2 assault 1 5" blast 4+ poison.
3-4 : blessing, the psyker gains at the beginning of each assault phase a d3. all enemys in base contact have the score reduced on their WS and initiative
5-6 : nova: every enemy within 12" has to do a toughness test or suffer a wound without armor or coversaves allowed. if the unit loses a model it has to do another toughness check and so on and so on.
Slaanesh
primaris : beam ; 24" s 6 ap - rending assault 1
1-2 : malediction, a enemy within 18" has -5 initiative and can not use the special rule counter attack nor can it overwatch
3-4 : 24" focused witchfire. enemy has to do a leaderchip tests or takes a wound without armor or coversaves allowed. if the model dies you nominate another random model in the unit. and so on and so on....
5-6 : nova : 12" every enemy has to roll 2w6 on and take the ld of the result. for every point remaining on this roll the unit suffers a wound without armor or cover saves allowed. after that the units have to do a pinning test-
Skarbrand
ws 10 bs 10 s 6 t 6 w 5 i 10 a 6 ld 9 sv 3+
every unit (friend and foe) within 12" have rage and hatred (everything!)
got a s 5 ap - flamer...
his weapons
murder : s user ap 2 lifebane
deathstrike s user ap 2 armorbane
225 points. his warlord trait is the all attacks cause instant death.
Skulltaker
ws 9 bs 9 s 5 t 4 w 2 i 9 a 4 ld 8 sv3+
always has to accsept and issue challenges.
got eternal warrior and his sword is
s user ap 3 soulblaze and kills on 6's
comes with the adamant will presence.
may take a jugger for 45 points. he costs 100 points
Karanak 120 points
ws 7 bs 0 s 5 t 5 w 3 i 6 a 4 ld 6 sv 6+
before placing the armys on the board nominate his prey(character). as long as this model is alive karanak rerolls all to hit and to wound rolls against the prey and its unit
got the rage presence from the start.
Nurgle Herald
ws 5 bs 5 t 5 w 2 i 4 a 3 ld 8
45 points. may take up to 30 points in gifts.
may be psyker up to level 2 for 25 points each.
may take presence of virulence: 10 points the model and its unit got poison 2+
presence of fertility 20 points the model and its unit gain feel no pain.
presence of affliction. 25 points. the model and his unit gains for every 6 on the enemy's to hit rolls instantly attack with s4 ap - and poison 4+ (next to the normal attacks)
palanquin 45 points: gains +2 w +1 a and is bulky.
Juggernaut ; +1 t +1 w + 1 a and becomes cavalry.
Disk of tzeentch: +1 a and jetbike
Steed of slaanesh: +1 a and outflanking and acute senses. also becomes cavalry
the herald of slaanesh:
45 pts
ws 7 bs 6 s 4 t 3 w 2 i 7 a 4 LD 8
same psyker upgrades as nurgle aswell as gifts..
presence same costs.. here are the tiers:
presence of grace : model and unit gains move through cover
presence of agility (30pts) the model and its unit have +5 on its initiative (yes you read that right)
presence of seduction. the model and its unit may reroll to hit rolls in close combat. the user always has to accept challenges or issue them. but the user of the presence decides wich character the enemy takes for the challenge.
slanesh horse. 15
chariot 30
exhalted chariot 80
bloodcrushers are:
WS 5 bs 5 s 5 t 4 w 3 i 4 a 4 ld 7 6+
hellblades. and they cost 5 points more then currently.
one may become a bloodhunter for 5 points gaining 1 attack and can take up to 20 points in gifts.
may take instrument, icon and banner.
horrors got one. 2 at unit strength 11-15 and 3 at 16-20. they generate psychic powers at the start of the game like normal psykers but can only roll on tzeentch lore.
the mask btw: 75 pts
ws 7 bs 6 s 4 t 3 w 2 i 7 a ld 8 may take up to hit and run. unnatural reflexes (may reroll failed invul saves)
eternal dance: at the beginning of the shooting phase you decide for wich dance she makes against a single non vehicle unit within 12"
dance of binding: the enemy has -5 WS (minimum 1) can only move d3" only d3" run and only d3" assault. also the unit can only fall back d3"
dance of death: the unit suffers as many strength 1 hits as models are in the unit. these hits have AP 2 and igore cover.
dance of dreaming: the target has -5 bs and cannot overwatch. until the next turn of the mask.
horror, daemonette and plaquebearer 9 pts
bloodletter 10
daemonettes: ws 5 bs 4 s 3 t 3 w 1 i 5 a 2 ld 7
no longer rending. Daemon of Slaanesh rule confer Rending to them
plaguebearer:
ws 3 bs 3 s 4 t 4 w 1 i 2 a 1 ld 7
daemon of nurgle so really they are shrouded... but no fnp nor t 5
horror ws 3 bs 3 s 3 t 3 w 1 i 3 a 1 ld 7
for psychic tests they add +3 to the ld
kugath: 260: ws 6 bs 3 s 6 t7 w 7 i 4 a 6 ld 9
still got his 4+ pieplate but its ap 3 now.
psyker level 1
and can heal 1 w per turn on a single unit of nurglings...
soulgrinder is 135 pts + upgrade to god needed. comes with close combat weapon and the harvester (already posted) can get the flamer (wich is now torrent) for 20, phlegm for 30 and tounge for 25 points
screamers are the same. though they reroll invul saves of 1 now.
flamers got hit hard.. the flamer is now s4 ds 4 and causes warpflame wich basically causes the enemy to force a toughness check after wounds have been caused. if he fails he suffers d3 additional wounds without armor or cover allowed. if he makes the test he gains 6+ feel no pain or if the unit already got feel no pain it becomes better by 1.. they cost the same as of the update.
Generic Lord Of Change
230 base. ws 6 bs 6 s 6 t 6 w 5 i 6 a 5 ld 9 and 5+ invul (like every other daemon)
starts as psyker level 2. can get a additional level for the same price as others. can roll on tzeentch lore and divination. can take up to 50 points in gifts.
kairos: 33 points cheaper now
ws 1 bs 6 s 5 t 5 w 5 i 2 a 1 ld 9 4+ invul. can reroll a single dice per turn.
psyker level 4. one head knows all of tzeentch +1 roll on pyromancy and prophecy, the other one knows all tzeentch and 1 roll on telepathy and biomancy you have to decide wich head is used at the start of every turn.
no longer the make a ld or dissapear after getting wounded.but no reroll bubble aswell.
kairos can cast 2 witchfires, monstrous creature. no bonus anymore.
flesh hounds.
16 pts a piece.
ws 5 bs 0 s 4 t 4 w 2 i 4 a 2 ld 7 sv 6+/5++
they are scouts and have the colar of khorne: +2 on deny the witch rolls.
Banners
horrors can for additional 20 points get the banner of curse... wich once per game causes a additional 2d6 s 4 ds - hits to any unit hit.
nurgle banner is :once per game all models in the unit have poisoned weapons 2+
slanesh: every enemy in base contact with the banner has -3 ws
plague drones.. 42 pts a model.. can get the 3+ poison for 5 pts per model. 9 max.. can also get instant death attacks for 5+ per model... i would suggest get the instant death and the banner for 20 points.... 2+ poison for a single turn is enough against the hardest of foes with instant death in the mix.
keeper: 170 base. ws 9 bs 6 s 6 t 6 w 5 i 1 a 6 ld 9.
psyker level 1, prefered enemy eldar/dark eldar.
bloodthirster:
250 points
ws 10 bs 10 s 6 t 6 w 5 i 9 a 6 ld 9 Sv 3+
axe of khorne (instantdeath on 6s)
whip of khorne ( 12" s 6 ds 2 assault 1)
may take up to 50 points in daemonic gifts.
with 30 pts gifts getting him the eternal blade (+d3 attacks, initiative and WS and +1 strength) is pretty interesting...comes with 7 attacks base (for beeing with 2 specialist weapons) 280 points
9-11 attacks with strength 8 on the charge. might be usefull
Horrors are a brotherhood of sorcerors so they can only cast a single one. but you can decide witch one in my example given the mastery level. and rolling as for a psyker level 3
nurglings 15 pts now
ws 3 bs 3 s 3 t3 w 4 i3 a 4 ld 7
they are now infiltrators.
important thing to note : starting size of all troops except nurglins is 10. nurglins are 3 base.