DAEMON CODEX PROPOSED CHANGES UNIT TWEAKS: Most units unchanged. -Lower Point and Power Costs on Greater Daemons -Change troop points to mirror those in CSM/DG books -Bring in Foetid Bloat Drone with same stats, options and points from DG book, as Heavy Support -Change Skull Cannon's gun to Assault instead of Heavy, and from d3 shots to d6 [2d6 vs 10+ models]. -Change Belakor to, by default, use only the Psychic powers in this book. But allow him to take Psychic Powers from the faction of any Heretic Astartes Psykers included in your army. -Change Screamers to do a mortal wound on a 5+ with their Slashing Attack [instead of 6+]. -Give Karanak and Flesh Hounds one additional rule: -Leader of the Pack: If any units of Flesh Hounds are within 6 of Karanak, they both may reroll 1s to Hit. Other Tweaks: -Allow Heretic Astartes Characters with Daemon keyword, or Heretic Astartes Psykers, to be considered Daemon Faction for purposes of determining if a detachment is Daemon Faction. But those Characters do not gain Organizational traits. Godhosts [Organizational Traits]: Detachments of only a single unit are ineligible. War Fervor: If all DAEMON Faction units in this detachment are KHORNE, all units in this detachment may be chosen to attack a second time in the Fight phase. Loci Network: If all DAEMON Faction units in this detachment are Tzeentch, all units in this detachment may reroll all failed saving throws of 1. Acrobatic Drive: If all DAEMON Faction units in this detachment are Slaanesh, all units in this detachment improve their invulnerable save by 1 against shooting attacks after Advancing, until your next turn. Necrotic Coalescence: If all DAEMON Faction units in this detachment are NURGLE, enemy units get -1 to To Hit rolls when targeting units in this detachment. Cabal of Chaos: If this detachment contains at least one DAEMON Faction unit of each alignment, all DAEMON units in this detachment gain +1 Strength and +1 Toughness.
Stratagems Warp Breach 1 CP: At the beginning of battle, you may select a DAEMON unit in your army to stay in the Warp until the most fortuitous time. Use this during deployment each stratagem counts as a unit's deployment. At the end of any of your first three Movement phases, deploy the unit more than 9 from any enemy units. You may use this Stratagem as many times as you have CP for, but it cannot be used to put more than half of your army into the Warp. If your army contains no models without the Daemon faction, each use of this stratagem can be used to put up to two units into the Warp though your opponent gets to deploy a unit in between. Fortune of the Deceiver 1 CP: Use when a Tzeentch Daemon unit attempts to use a power. Choose a number between 5 and 9, inclusive. The unit is considered to have rolled that number for casting that power. Wrathborn Fusillade 1 CP: Use at the end of your Shooting phase. Select one unit that has already used a shooting attack against an enemy unit that is still alive. It may shoot at that unit again, with a -1 penalty to Hit rolls. Bloodscent 1 CP: Use at the beginning of your Charge phase. Select one Khorne Daemon unit it gets +3 to it's Charge range until the end of the phase. Thrill of Speed 1 CP: Use at the beginning of your Shooting phase. Select a SLAANESH unit to immediately Advance. That unit cannot use any Shooting attacks this phase. Her Favoured Prey 1 CP: Use when a SLAANESH Daemon unit targets an Aeldari, Ynnari, Drukhari, or Harlequin unit. Until the end of the phase, that Slaanesh unit may reroll 1s to Hit against the unit that is one of those factions. If the target unit is within 12, that Slaanesh unit may reroll all failed Hit rolls against that unit. Warpshort 1 CP: Use after an enemy psyker rolls to cast a power. You get +1 to the result when you roll to Deny the Witch. If there is a Khorne or Tzeentch Daemon unit within 12 of that enemy Psyker, add 2 to the result instead. Necromantic Recruitment 2 CP: Use this at the beginning of the fight phase. Keep track of how many enemy models a single target NURGLE unit slays in the phase. At the end of the phase, roll a d6 for every model the unit slays; on a 5+, one model in the target Nurgle unit heals a wound, up to it's starting number, or if it's a unit of single-wound models, one slain model is added to the unit, up to its starting number. Residual Corruption 2 CP: Use this when you score a VP during the game due to controlling an objective marker. You are considered to control that objective marker for the rest of the game, until an enemy Troop unit controls it. Summoning Mastery 2 CP: Use this when a Character you control performs a Daemonic Ritual. It works as usual, except you pick a number between 3 and 18 as the result of the summoning roll, instead
of rolling for it. If the number is 11 or more, the Character suffers a mortal wound. This cannot be used with Arch-Daemonic Ritual. Greater Summoning Mastery 4 CP: May only be used once per game, when a Character you control performs a Daemonic Ritual. It works as usual, except you pick a number between 3 and 18 as the result of the summoning roll, instead of rolling for it. After the first unit is deployed, you may deploy a single Daemon Faction Troop unit of no more than 5 Power Level in the same manner, which does not cost reinforcement points, and may be of a different alignment. If the number for the first summoned unit is 11 or more, the Character suffers a mortal wound. This cannot be used with Arch- Daemonic Ritual. Relics Soulsip Honing: SLAANESH Daemon Characters with a named close combat weapon only. Whenever a Character with this slays a model in the Fight phase, it heals a wound, up to it's starting number. If it slays a Character or Monster model, it heals two wounds instead. Khorneshard Axe: This replaces an Axe or Sword weapon wielded by a KHORNE Daemon Character. This legendary weapon, an enormous axe, is said to contain a tiny physical sliver of Khorne's own fury, and thus confers prodigious power. Khorneshard R: Melee T:Melee S:+7 AP:-3 D:d6 Subtract 1 from all To Hit rolls with this weapon. Grimoire of True Names: Tzeentch Character only. Bearer knows up to two more Tzeentch powers, and can cast two more powers in each of their Psychic Phases. Bearer can also Deny the Witch two additional times in each enemy Psychic phase. Grotti the Nurgling: Nurgle Character only. All units within 6 without the Nurgle keyword get -1 to their toughness. Dolorous Knellcaster: Chaos Daemon Character only. All units without the Chaos keyword get -1 to their Leadership, and all Chaos Daemon units get +1 to their Leadership. Avatar of the Warp: Chaos Daemon Daemon Prince or Herald only. This character is considered a Daemon of all four alignments, and any abilities it has now affect all Chaos Daemon units within their ranges. However, it does not gain Divine Allegiance abilities, beyond the one it had previously, and it's Detachment becomes ineligible for Cabal of Chaos. Eternal Blade: The Eternal Blade has been seen around the galaxy, in the claws of hundreds of different daemons. Where it comes from, even it's wielders do not know. But there are rumors it was forged long before the current Chaos Gods came into being. Eternal Blade R: Melee T: Melee S:+1 AP:-d3+1 D:d3+1 Roll the d3 for the AP, and then for the Damage at the beginning of each Fight phase.
Warpsteel Cuirass: Chaos Daemon Infantry only. The bearer gains a 4+ Armor save. Warlord Traits: 1. Warlord gets +1 Attack. 2. Warlord gets +1 to their invulnerable save. 3. Warlord gets +1 Wound and ignores wounds suffered on a 6+. 4. Friendly Daemon units arriving from reserve may be deployed closer than 9 to the enemy if they are deployed entirely within 6 of the Warlord. 5. Warlord may reroll all failed Hit rolls against units from a Faction chosen immediately after this result is rolled or chosen. 6. Warp Bolter: Warlord gains a Warp Bolter. If the Warlord paid for a Warp Bolter already, that Warp Bolter becomes Assault 4. khorne All khorne daemon units within 6 may reroll charge ranges. Slaanesh All enemy units within 6 get -1 to their leadership. Nurgle Warlord and Nurgle Daemon units within 3 get +1 to their Disgustingly Resilient rolls. Tzeentch Warlord and any Chaos Psyker units within 3 do not take wounds from Perils of the Warp. PSYCHIC DISCIPLINES Tzeentch 1. Boon of Change 2. Bolt of Change 3. Treason of Tzeentch 4. Flickering Fire of Tzeentch: WCV6. It is a psychic shooting attack, with Range 24, S5, AP0, D1, and target does not get bonus from being in cover. If final result is 6/7, it's d6 shots. If 8-10, 2d6. If 11+, 3d6. 5. Timeshaping: WCV7. Target friendly Chaos Daemon unit may reroll failed Hit rolls until your next Psychic Phase. 6. Prismatic Gaze: WCV9. Psychic shooting attack, with Range 18, S14, AP-4, D2d6, Assault 1. Slaanesh 1. Cacophonic Choir 2. Symphony of Pain 3. Hysterical Frenzy 4. Lash of Slaanesh: WCV6. PSA. R24, S6, AP-1, Dd3, Assault 1. If 6 rolled to wound, AP-4. 5. Phantasmagoria: WCV7. Target enemy unit cannot fire Overwatch or Retreat from combat until your next Psychic phase.
6. Din of War: WCV7. Until your next Psychic phase, whenever target Slaanesh unit takes a damage wound, roll a dice. On a 5+, that wound is ignored. Nurgle 1. Stream of Corruption 2. Virulent Blessing 3. Fleshy Abundance 4. Cloud of Sawflies: WCV6. All units, friend or foe, within 6 of caster count as being in Cover, unless they already would, until the start of your next Psychic phase. 5. Plague Wind: WCV7. PSA. R18, S*, AP-3, D1, AssaultD6. Wounds on 4+, but does nothing vs Vehicles. Plague Weapon [reroll failed Wound rolls]. 6. Corrosive Blades: WCV7. Select a friendly Nurgle unit within 12 of the psyker. Until the start of your next psychic phase, any successful Hits in the Charge phase that unit rolls automatically wound. Any modifiers based on rolling a 6 to wound do not trigger.