If you can get it close to vehicles, it will straight up ruin tank and artillery formations, but you have to get it there first and although it's tough, it likely won't survive the battering it receives on the way in. His close combat abilities are not to be sneezed at either. To round it all out, he gets 2D6 additional nurgling attacks at S2 AP0.
He can cast 2 powers and deny three powers and knows Smite plus two Nurgle powers. Finally, he lets Nurgle Daemons use his leadership within 6" of him. Oh, did I forget to mention he forces a -1 to melee hit modifier on all friendly Nurgle Daemon units within 6"? Yeah, you want this guy. The only thing stopping you from taking him in every game is he's points, and he's a LoW. Fortification [ ] Feculent Gnarlmaw : New Nurgle-themed scenery thing, which is treated as a terrain feature after it's set up.
Obliterators are Nurgle Daemons. They may not have Disgustingly Resilient, but they're still tough bastards that can spew out a lot of much-needed dakka. Better yet, make them Iron Warriors, for rampant technovirus and the strat to reduce incoming AP by 1. If you intend to summon Nurgle Daemons, take a Fortification Network with one of these. It'll help you summon said Daemons and will also give the summoned Daemons the standard Nurgle Detachment buffs once they're on the table.
Fast and fragile and lots of attacks. They also have a good chance of rending through armour but Khorne is more consistent at it and rips-up tanks. Probably the best trait, as making it into combat is what the squishy Slaanesh daemons struggle with the most. Quicksilver Duelist: Can reroll any failed hit and wound roll when in melee against a Character. Shalaxi has this. The Masque gets this. Super-rending claws. Just get The Murder Dance instead, it can be far more useful than this.
Bewitching Aura: Enemies within 6" get -1 attacks to a minimum of 1. Vehicles are immune. Stratagems [ ] Aura of Acquiescence 1CP : Pick a Slaanesh Daemon unit at the beginning of any Fight phase; enemy units within 6" get -1 attack to a minimum of 1, sadly. As with most of Slaanesh's new things - this thing is an AOE, so it can affect multiple units. But if you read your codex, you will spot a couple of funny things: 1 It's an AOE effect, that's pretty neat by itself.
The second thing is - Steeds of Slaanesh. The number of attacks they made is stated in the "ability" part of their weapon lashing tongue. Also, this proc on Hellflayer's Bladed axle too! Once per battle, you can unleash the banner and the bearer's unit can reroll all to hit rolls for the rest of the phase. Take this on a unit of 20 Seekers and wreak havoc! NOTE: the upgrade happens before the game starts so remember to keep your banner bearer safe since your opponent will know it's coming.
Before battle A Keeper of Secrets becomes Exalted and can pick one of 6 additional abilities or randomly gain 2. Lightning Flayer: Unmodified 6s to hit on Melee weapons generate an additional hit.
Fear-seeker: Regain wounds for each model that leaves an enemy unit within 6", and once per Moral phase move closer to an enemy before models flee the unit. Select a Daemonette Infantry unit, and improve the AP of their attacks by 1. When an opponent picks a Daemonette Cavalry unit to be the target of an attack, they suffer a -1 penalty to hit until the end of the phase.
Useful for keeping a big unit of seekers or a Contorted Epitome alive. Select an enemy within 6" of Fiends unit in your army. They take a -2 penalty to thier LD characteristic. Unmodified hit rolls of 6 score an additional hit. Relics [ ] The Mark of Excess: Slaanesh models only.
The Forbidden Gem: Slaanesh models only. Once per game, you can hypnotize an enemy character. At the beginning of any enemy phase, select one character within 12". In addition, any aura affects the character might have been turned off. The range is a bit of a problem, but if it works, you are guaranteed a full turn in which your opponent's special snowflake character won't be able to do anything at all. More importantly, any supporting effects that character might have been generating passively are shut down for the turn- because screw Guilliman, that's why.
Works well with the Phantasmagoria psychic power for shutting down pesky characters Soulstealer: Slaanesh models only. Replaces a Witstealer sword or Hellforged sword. Each time a model is slain by this weapon, the bearer regains one lost wound. In addition, you can reroll all to wound rolls if targeting Eldar. Useful for keeping a melee character alive, and helps to make the Ancient Doom rule the Eldar have work in your favor.
Slothful Claws: Slaanesh Herald models only. Replaces Ravaging Claws. Kinda meh, different from stock Herald claws by a bonus point of AP and strength.
Silverstrike: Upgrade a Witstealer to make 2 more attacks. HQ [ ] General [ ] Note: the most recent codex only includes an entry for the existing plastic herald kits, so hold onto your indexes. Keeper of Secrets : With the release of the new plastic model the Keeper has gotten a new revised datasheet and pts base cost. The new price includes one of three options: the living whip, ritual knife, or sinistrous hand.
Or you can take the shining aegis for pts. An already frightfully speedy unit who gets slower the more wounds it takes its movement has increased to 14", and now has 16 wounds. The best part is you don't have to choose between the two; you get to make bonus attacks with the claw for a total of 10!
Mesmerizing Aura penalizes enemy attacks in melee with -1 to hit. Cast Symphony of Pain on the target of your charge for an additional -1 to hit. In combat wound them with Witstealer for an additional -1 to hit. Watch the look of horror on your opponents face when they realize just how fast these guys are with the locus of Slannesh - "yes I do want to move 14", advance and charge in the same turn".
If you make the charge into a chaff unit she'll kill 6 and recover 6 wounds. If she still needs to heal more wounds on your turn cast Hysterical Frenzy; to fight again potentially wiping out the unit and allowing you to charge something else in the combat phase. Soulstealer also allows her to re-roll to wound versus Aeldari units. The Keeper of Secrets can now cast 2 powers, while it can attempt to deny 1 power, knowing Smite and 2 powers from the Slaanesh discipline. For psychic powers, Symphony of Pain and Delightful Agonies are your best options.
As forcing the enemy to hit back on -1 is always good. So, you can skip the Shining Aegis which it can't stack with anyway and take the far more useful living Whip or Sinustrous Hand.
Unfortunately, Daemon princes are still better costing pts less fully kitted out, and with 9 wounds has character protection. Important Note: Summoning is based on 3D6, which is most likely to roll The Keeper of Secrets is Power 14 the other three are That means the Keeper is the only Greater Daemon you are mathematically more likely to successfully summon than not.
It's not over yet, with the Soul Sacrifice stratagem, you can roll up to 4d6 for the summoning roll, which will most likely guarantee the summoning of your Keepers of Secrets. Did I just say Keepers of Secrets? Yes, definitely, use the Daemonic Pact stratagem, roll another 4D6 and rejoice while your opponent struggles to come up with a way to deal with 2 Keepers of Secrets charging at him.
The Keeper received a gorgeous plastic model, at long last! She's primarily a support unit the Infernal Enrapturess provides powerful sonic fire support with her Heartstring lyre!
The Heartstring Lyre has two profiles two choose from in the shooting phase. While Euphonic Blast can take the last few wounds off-tank armor or a monster. But wait there's more! This 24" aura is incredibly powerful especially in conjunction with the Daemonic Possession stratagem; effectively letting you shut down the psychic phase over a huge area for 1CP. Causing enemy Psykers to suffer 2D3 mortal wounds on a perils. A Vanguard consisting of Infernal Enrapturess, and 3 Fiends can effectively boost any chaos army.
Effectively neutering Psyker heavy armies and those dependent on Psyker support. Finally, she has the Harmonic Alignment special rule. Adding 3 to any summoning rolls enables her to safely summon a unit of 10 Daemonettes, Masque, a Herald, or two Fiends of Slaanesh on a single dice.
Without the risk of suffering MW. So she can reinforce existing units that have suffered losses; even multi-Wound models such as Fiends, Seekers, or Obliterators! Position an Infernal Rapturess with a unit of Obliterators as her Euphonic Blast has a similar range and damage potential; and she can also resurrect a dead Obliterator on a 6.
Deep strike her into the mid-field together with units of Obliterators to position her anti-psyker bubble for maximum impact.
Take her in a Slaaneshi Daemon detachment and those Obliterators can now advance and charge in the same turn. All for a mere 75 pts! Have this fairly fragile one.
With Steed of Slaanesh going Legends, They are now your mounted herald, and you can find its most recent data sheet in Engine War. The regular Seeker Chariot variant is now 95 pts, and like all Slaanesh units, it is a bit of a glass hammer. There is some potential for some play if you give the Herald the Slothful Claw relic. Otherwise, you are looking at six strength 5 attacks and four bonus attacks at strength 4 with no AP.
If you manage to charge, you can cause mortal wounds to enemy models within 1" on a roll of a 6, which just reinforces the units roll as a chafe cleaner. Charge into a screening unit, clear it out, and hopefully, your Keeper of Secrets will have a clear path to something important.
It's probably the best Herald, but it's hard to maneuver, so be careful. On paper, it starts off nice. With 16 attacks in melee 8 from the Herald's ravaging claws and 8 from the mounts it would seem to be a strong melee threat. Then you run into the problem of getting it to your opponents battle line. Avoid this. For a 10 pts more than a Herald on a Seeker Chariot, you get a unit with all the Seeker Chariot's strength while being slightly better at tackling mid-toughness targets.
The Hellflayer replace the Scything impact with a unique wargear; Bladed Axle. Taken in a Slaanesh Daemon detachment she has a 6" aura which allows units to advance and charge in the same turn. Which can now be swapped out for the Slothful Claw relic. Needing to test the highest LD of the unit on 3D6 before they can fallback.
Be sure to take Phantasmagoria for its 12" penalty aura of -1 LD as one of its powers. Best of all any flier without a hover style rule that cannot fallback automatically dies. Add in the princes WS and the character protection and we got a beast. What really makes the Mirror powerful is its synergy with the Infernal Enrapturess and Fiends.
It will be very hard for enemy Psykers to stay out of range on all those de-buffs given the mobility of those units. It also synergies well with Fiends providing an additional means of holding units including flyers in combat. The Epitome is an auto-include. Not only is it good on its own it can follow the initial engagement forces no matter their speed.
If you spam chariots, take an Epitome with them for their loci and herald aura following at the same speed. Because of its speed, the Epitome is best taken alongside chariots, fiends or seekers. If you're running swarms of Daemonettes take Syll'Esske if you have the extra points. The Flyer must also declare it will hover before it makes the LD roll.
Slaanesh is at long last getting a named Greater Daemon that isn't the super powerful uber number one overpriced! Her Soulpiercer spear is a ridiculous Sx2 AP-4 D6 D, and if it scores a 6 to wound against a character it always does the full 6 damage.
She also wears the Cloak of Constriction, which imposes a -1 to wound against enemy melee attacks, which nicely complements the hit penalty she shares with the standard Keeper of Secrets. Delicate Precision allows her to re-roll wound rolls of 1. While Monarch of the Hunt allows her to move 6" during a pile in or heroic intervention as long as it is towards the nearest enemy character.
If you make her your warlord she must take Quicksilver Duelist which allows her to re-roll to hit and wound enemy characters.
Since she has Delightful Agonies as a psychic power skip the shield and take the living whip instead. Plus the shield looks dope as hell.
The Masque of Slaanesh : Due to the changes in how characters work, the Masque is finally granted the protection of hiding behind a blob of Daemonettes. As well as gains a stunning new plastic model. Also, if she's locked in combat with something, you add 1 to hit against the target unit. Her cost increased in MFM21 going from 78 pts to 85 pts.
If your running Mono-Slaanesh, you should always be taking her. She combo very well with Syll'Esske in a massive swarm of Daemonettes. Which can be very effective taken alongside as CSM Daemonkin detachment. Double trouble indeed. They have a fixed warlord trait - Bewitching Aura enemies within 6" suffer -1 attack to a minimum of 1. Which is perfect for finally making hordes of Daemonettes viable.
They have 4 auras that benefit Daemonettes 5 if taken as your warlord. It's truly amazing what Syll'Esske does for Daemonette blobs. Or 5 auras if taken as a warlord for: forcing -1 attack on enemies within 6". All for 35 pts more than a winged Daemon Prince and breaking even with a Keeper of Secrets. They can also attack the SAME target you target twice or they can target a different that they attacks that phase.
Also Note: A good idea for Syll'Esske is to have them team up with some Fiends, yes they don't really benefit from the leadership buff, but they make the ungodly 14" movement even better and, if they're all together, those puppies are making S5 attacks, not 4 Troops [ ] Daemonettes : The Daemonettes were the best daemon at ripping up armor until 8th came along and made Bloodletters more reliable at it.
Their Piercing claws are AP-1 normally, but if you roll a 6 to-wound it becomes AP-4, compared to the Bloodletters and their Hellblades which have a higher strength, a more reliable AP-3 all day and deal additional damage on a 6.
This isn't to say these girls aren't good at the job but they have been overshadowed, especially now that TEQs tend to have multiple wounds. They still have more attacks and if you have a unit of 20 or more, you add 1 to their attack characteristic , higher speed and strike before anyone, which would make them great as an MSU Instead, use them like you would Genestealers - throw your Bloodletters at TEQs while you use these girls to overwhelm some camping shits in cover.
Daemonettes rely on getting into combat fast so be sure you buy an instrument and use your loci to get them into it. Now 7 pts each thanks to MFM21, just 1 point more than Cultists at 6 pts. Elites [ ] Fiends of Slaanesh : Finally, with Chapter Approved they return to their former glory. Their tail can make a single attack with AP-3 and Damage D3. With 4 attacks a turn, they are good at fighting multi-wounds units The second ability is so annoying they will give you tears of joy when you manage to pull it off; enemy units engaged by them can't Fall Back unless they can FLY.
A single Fiend can easily tar pit a Land Raider for an entire game. So delicious! Since they are fragile and most likely will get shot out of the table on the first turn if you deploy them but are only 37 points each, this is a perfect unit to summon. You can even do it on one dice and avoid any risk. Ironically, their abilities make this unit a perfect addition to Khorne Daemons' armies, making their Deny the Witch easier and blocking the enemies so your slow army can get them.
Fast Attack [ ] Seekers of Slaanesh : They've lost their innate Advance and Charge rules in the new codex but they still have access to the rules with the new loci ability.
Instead, their Unholy Speed rule now allows them to re-roll charges. Holy smokes, that's an impressive threat range of 32" 33" with an instrument of chaos, since you still can't declare charges outside 12" , and an average of 26,5". With 2 wounds each, their role is clear; you can reliably charge turn one and engage stuff you don't want to shoot, and have just the right stuff not to get completely demolished by overwatch and resist a turn or two. They have the same attacks of the Daemonettes plus 2 attacks from the mount, but don't expect them to kill too much, especially without a Herald to back them you can have one, but since Seekers will run as close as the enemy as possible, it's risky.
If the Seekers get destroyed, you will most probably lose the expensive Herald too. In general, if you play mono-Slaanesh you want a big unit of those girls. Hellflayer : It's nice to see that the Hellflayer finally has a role on its own, instead of being "just a Seeker Chariot with an extra gimmick".
High strength attacks are rare in this army, so having another source such as this is welcome. Laugh at the image of an Hellflayer destroying tanks with their blades. Heavy Support [ ] Seeker Chariot : Cheap and flexible. Seeker Chariots have both the piercing claws and the lashes of torment which can hit in and out of combats , and their Scything Impact ability gives you a slim chance of dealing mortal wounds. They don't really have a role on their own but are always a nice addition.
Exalted Seeker Chariot : Just like the Hellflayers got some different stuff, now even this is not "just a Seeker Chariot but bigger" anymore.
So it's more expensive than the Seeker Chariot and potentially far stronger. On full and half wounds, it's better in every situation. Causing more wounds than a regular chariot. Once it gets to it's final wound bracket, the regular chariot is better; but by this point, it's already taken 1. Sitting at 80 pts with MFM21; basically take this one if you can spare the 20 points more. Lord of War [ ] Zarakynel, the Bringer of Torments: With our great and glorious overlords at GW writing the imperial armour books Zarakynel has seen a rework, and will still violate all your orifices with joyous abandon.
At 18 wounds they're still exposed to ranged firepower, but at movement 14" and having extra wounds means that you can run from cover to and not care, although being a Monster will make cover a bit harder to find. Fortification [ ]. Here Is the Daemons any god can take. They must choose allegiance to a Chaos god and gains their respective special rule.
They can also buy wings and a slew of equipment to make them even deadlier. Double talons are superior over the sword in all ways, for a nominal cost increase, and help a lot to kill units with lots of models but the axe is better against high toughness armoured single units like tanks or monsters. DPs are a very good all-round unit in a codex with otherwise specialized units and can compensate the respective gods weakness.
Note: Now that they've been "buffed" to only have 8 wound, they now serve a very important role in your army--forcing your opponents to choose between shooting your big scary Greater Daemon who is scary by itself but has a useful but slightly meh aura, or trying to shoot down your hordes of Lesser Daemons that are protecting a monster that is almost as scary and giving large units one of the scariest buffs they can receive.
Bonus points if you can also have a Herald in there too. Important: though the above is true, DPs lack degenerating stats which make them more reliable than your other monsters and monstrous vehicles. Unlike the CSM one, they only apply their reroll-1s aura to Daemons of their alignment although that does apply to Possessed, Warp Talons, mounted HQs and the various Daemon Engines but they take their psychic powers from the Daemons list instead of Dark Hereticus. So, now it's just a matter of how much you're relying on CSM allies.
They also get the special rule for whatever god alignment they have. This means that this version is generally better at being a threat in and of itself, while the CSM one is better at playing a support role for CSM. Figure out what you want to do with your Prince and choose accordingly. So, now despite the number and type of detachments you take you're now limited to a max of 3.
So, Daemon Prince spam has been nerfed. Summoning does get around this and only this version can be summoned. Important Note: Fly again allows models to move across enemy models while charging.
However, flyers can no longer block movement, and a demon prince that flies into ruins in the movement phase can still be stuck there in the charge phase. Be'lakor: The Dark Master has taken a price hike, but he still has his good points. He is 2" faster than a Flying Daemon Prince. However, Be'lakor's utility lies in his special rules.
He grants all Daemon units within 6" of him re-rolls of 1 to-hit, and enemy units within 6" subtract 1 from their leadership and take a -1 penalty to attrition tests. All attacks against him take a -1 to hit penalty and a further -1 to wound for ranged attacks and cannot reroll failed hits. Finally, any ranged attacks that actually wound him have their damage reduced by 1.
He knows 2 psychic powers from his own super-special discipline, and can cast 2 powers compared to the DP's one. He lost access to the whole of Malefic which is really sad, but he's an excellent psychic nuker that can buff Daemons of any allegiance. Note about detachments: The new Charadon book has granted him all four gods' keywords, allowing him to nominally be usable in any mono daemons detachment and keep the rest of the detachment buffs.
That said, he's not likely to benefit from any of it and he forbids using any other daemon princes. In fact, he hates other daemon princes so much that he can re-roll to hit and wound another daemon prince he fights.
As of the new Charadon book, he now has his own unique WT, which is only useful if he's in his special detachment, which would otherwise render it irrelevant. Be'lakor's Blade of Shadows has been tweaked to have two different attack modes. Sweeping Strikes is the horde-buster, acting like a Power Sword which makes two hit rolls per attack.
They have to take a mark and that can somewhat mitigate that shitty T3 and make them summonable by every god. Super good against small elite units, sucky on that conscript but can be paired with Belakor's ability. That makes them surprisingly good and flexible and can make for a far reaching distraction.
But of course there has to be a snag: 10 points per model. You can get around the crappy metal mini buy using some leftover heads and arms of the respective god and some green stuff as wings and pin it on a toothpick.
Or use the Gargoyle minis from Kings of War. Harass the edge of your opponents army but don't expect them to do much else alone. Making them dedicated to Khorne gives them 3 attacks each at strength 5, which is hilarious on a 12" movement. RIP and tear. Heavy Support [ ] Soul Grinder Your heavy fire support platypus. With a move of 8" it can keep up with other more vulnerable stuff and draw some fire while returning some. While previously, just too pricey for any daemon army at points, it's now just !!
Moving into 9th may have given the Soul Grinder a small boon, all for being a vehicle. As it stands, it ignores the heavy rule, so the SG may have become a viable battering ram at range and melee for Daemon armies, especially given its propensity not really caring about a degrading BS.
It still doesn't shoot good, but now it's not as bad as it was. The big reworking is the special rules now that most of the stats are no longer randomized. Additionally, the GCS causes -1 Ld to all models in engagement, not just enemies At pts.
You can summon them to save them from being shot to ribbons, though their PL went up from 5 to 7 - still doable, but the next one is arguably a bit better and costs 10 pts. Mercifully, WS no longer degenerates and the volume of attacks paired with the damage output of a beast is rather staggering. If the degenerating stats still irks you, you can summon it even more reliably at PL8. It also has to be aligned with one of the gods, gaining that god's deamon rule, so this time, the Nurgle beast isn't terminally useless and can absorb mortal wounds.
And then it gets three new weapons: Jagged Claws - your standard attack, for ripping apart things, dealing 2 damage apiece at with an improved -2 AP and you get two bonus attacks for using this one. Tusked Maw - changed to dealing a flat 3 wounds at Sx2 and -3 AP.
You can't regain a wound from biting people anymore but you're not limited to only one attack either - that's right, you can chomp to your attacks characteristic. Given the strength and damage of this attack coupled with the attacks leveled by a beast, this is the preferred attack against vehicles.
Far more deadly and less janky than it was before, you can soften up an enemy before you even start attacking - which is nice. Given the naturally random element to the Giant Spawn the Locus will be more beneficial to a Spined Beast if you're one of those meticulous types. Deploying this thing on your line and storming forwards a potential 28" into combat is something that most Slaaneshi players may well be caressing their myriad and custom genitalia over.
I know I am, but only with my most bejewelled pincer. Disciples of Be'lakor Introduced in the Tome of Fire, this is essentially your answer as to how you can run a combination daemon-CSM army. Restrictions: Sit down, there are a lot of them. Be'lakor is your warlord. You cannot bring ANY greater daemons, special god-aligned marines, chaos knights or chaos titans.
All units that aren't Unaligned or Buildings gain the Disciples of Be'lakor keyword. When taking daemons, you NEED to have a unit of daemons from each god before you can opt to select a second unit from any god, barring Big B himself and any aligned CSM. This also applies to summoning, and is likely the biggest pain for any armies that plan on bringing daemons along.
Any Demon units you do bring gain Daemonic Disciples keyword. They can use any stratagems, relics, and WTs as if they were in a mono-daemons army. Heralds are locked to the Locus of Shadows rather than any taking any from their respective god. Daemonic Disciples within 6" force enemies attacking them to take a -1 to hit if firing from over 12" away and they can't re-roll to hit.
Note that we said generic. You cannot join any legions for this and this rule is essentially replaced with Disciples of Shadows. So as to block cultist spam any further, you can't take more cultist units than you can Heretic Astartes Infantry units in your army. During the command phase, you can pick any non-vehicle Disciples of Be'lakor unit within 9" and let them re-roll any failed to hit roll until the next command phase.
Yes, the first prince is effectively being a chapter master and nothing less. Noctic Discipline: Why yes, any psykers with the Disciples of Be'lakor keyword can pick up this discipline, with the big guy taking this by default, even outside of his detachment. Shrouded Step - Warp Charge 6. One friendly Disciples of Be'lakor infantry unit within 18" can immediately re-deploy wherever you wish. You'll be wanting this too, as you'll be managing the various daemons and mortals for synergy in stratagems.
Wreathed in Shades - Warp Charge 7. One Disciples of Be'lakor within 12" that isn't a monster or vehicle can't be shot at unless they're the closest target or if they're within 12" of the enemy. Pall of Despair - Warp Charge 7. Use this Stratagem at the start of the Morale phase. Until the end of the phase, when resolving an attack made by a model in that unit, an unmodified hit roll of 6 scores 1 additional hit.
Until the end of the phase, when resolving an attack made by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target do not make a wound roll. Until the end of the phase, when resolving an attack made by a model in that unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
Use this Stratagem at the end of any phase except the Morale phase. Roll one D6 for each model in that unit that was destroyed that phase. Use this Stratagem in your Charge phase. That unit can be chosen to charge with this phase even if it Advanced this turn. Until the end of the phase, when resolving an attack made against that unit, halve the damage inflicted rounding up.
Use this Stratagem at the start of your Psychic phase. The first time that unit attempts to manifest a psychic power this phase, do not roll any dice for its Psychic test — instead, assume a 9 was rolled for that Psychic test. Use this Stratagem in your Shooting phase. This model cannot move further this phase. Use this Stratagem before the battle. Until the end of the battle, that model gains the EXALTED keyword, and you select one of the Exalted Bloodthirster abilities below for this model for the duration of the battle.
Alternatively, you can randomly determine two abilities by rolling two D6 and applying them both to this model for the duration of the battle if a double is rolled, roll again until two different results are rolled.
Any damage inflicted after this point in the same phase has no effect. This is cumulative with the Unstoppable Ferocity ability. After a unit has finished resolving all of its attacks against this model, this model regains one lost wound for each wound it negated because of this ability.
When an Advance or charge roll is made for this model, add 1 to the result. Named characters cannot be given relics. Khorne Monster Model only. Khorne model only. Khorne model with blade of blood or hellforged sword only.. Re-roll all failed wound rolls for this weapon when targeting a Character. Khorne model with axe of Khorne, great axe of Khorne or daemonic axe only.
Re-roll failed wound rolls for this weapon when targeting a Titanic unit. Tzeentch Psyker only. The bearer knows one additional psychic power from the Tzeentch discipline. Tzeentch model only. 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. Tzeentch model with rod of sorcery of staff of change only. Tzeentch Herald only model with ritual dagger.
Invulnerable saves cannot be taken against this weapon. Nurgle model only. Nurgle model with plaguesword, balesword, bileblade or hellforged sword only. Re-roll all failed wound rolls made for this weapon. Slaanesh model only. Slaanesh models only. Add a further 1 each time the bearer slays a Character or Monster.
Slaanesh model with witstealer sword or hellforged sword only.. 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. Slaanesh Herald with ravaging claws only. Model with an axe of Khorne only. In addition, the first time a model with this Relic is destroyed, roll one D6. That model loses all Warlord Traits, Relics and Exalted abilities it had — instead, it always has the Rage Unchained Exalted ability see left.
If the destroyed model was your Warlord, that model is no longer your Warlord, and your Warlord counts as having been destroyed. A model with this Relic cannot regain more than 8 lost wounds during the same turn as the result of this artefact. Model with baleful sword only. A model cannot regain more than 9 lost wounds during the same turn as the result of this Relic. You and your opponent then roll off; your opponent adds the Leadership characteristic of their model to the result, and you add the Leadership characteristic of the model with this Relic to your result.
Excess damage from this weapon is not lost; instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the unit has been destroyed.
A model with this Relic knows one additional psychic power from the Nurgle discipline see Codex: Chaos Daemons. In addition, if the unmodified result of a Psychic test taken for a model with this Relic is 7, the psychic power being manifested cannot be denied.
A model with this Relic regains one lost wound at the end of each phase in which it lost any wounds. In addition, subtract 1 from hit rolls for attacks made by a model that has lost any wounds from this weapon. Model with living whip only. When a model with this Relic takes a Psychic test whilst attempting to manifest psychic powers from the Slaanesh discipline see Codex: Chaos Daemons , add 1 to the result.
In addition, when a Deny the Witch test is taken for a model with this Relic, add 1 to the result. You can select the psychic powers you wish the psyker to have. Consult the table below to discover what characteristic bonus all models in that unit receive until the start of your next Psychic phase. That unit suffers D3 mortal wounds. Gaze of Fate has a warp charge value of 6. If manifested, you can re-roll a single dice roll later during your turn.
One model in that unit regains D3 lost wounds. Some minor-but-probably-a-bit-too-high adjustments here, with Beasts of Nurgle and Bloodcrushers going up 5 points each. The Beasts make out better on this end, since their resilience T5, 5 wounds and Disgustingly Resilient makes them good for holding objectives and their ability to Heroically Intervene means that they can move on or toward them off-turn, making them a better fit for 9th edition play.
Just watch out for vehicles, who can now gladly still light you up while engaged. Exalted Flamers get the worst of this, with a point increase and little to show for it. The Fast Attack slot for Daemons saw only minor increases for most models, with the most severe probably being for Flesh Hounds and Seekers, which jumped 3 ppm each to The much-maligned Heavy Support slot for Chaos Daemons saw a collection of point increases for every unit. The exception is the biggest winner of these rules and points changes: The Soul Grinder, which in going from to points sees only a small percentage increase, and as a Vehicle gains the benefits of Big Guns Never Tire.
Overall Chaos Daemons did pretty well in the points adjustment! I was probably a bit too harsh on them in our original assessment of factions immediately following our review of the Munitorum Field Manual points update. The real question is how they play. Credit: Svbfloorvg. The most notable changes however are the changes to the army construction and the changes to missions that have shifted a number of priorities, making the game even at a casual level about accomplishing Primary and Secondary Objectives.
Army construction is a big challenge for Chaos Daemons in 9th edition. However, a single Battalion only gives you three HQ slots to work with, which will seldom be enough for what you want. The other way around this is Summoning.
By choosing to summon certain HQs, you can circumvent the restrictions and save some CP, though this requires building a plan around how and when to summon, and works best for cheaper HQs like the heralds.
A major point of emphasis in 9th edition is on scoring Primary Objectives, ideally through the ability to string together and point turns. A point turn will usually mean holding two and sometimes three objectives at the start of your turn, and a point turn will mean holding more than the opponent. Because you need to be on an objective at the start of your turn, this means that 9th edition rewards taking units that can quickly move onto and capture objectives and are durable enough hold them for an entire turn, such as Nurglings who can deploy onto objectives , and units that can clear and capture an occupied objective in the same turn melee units or, even better, move and capture objectives outside your turn units that can Heroically Intervene such as Characters and Beasts of Nurgle.
Without any secondary that punishes you, Nurglings have become an amazing go-to Troops choice and something that has a strong case for showing up in every Daemons army. This can make a model blob of Horrors with reinforcement points set aside for blue Horrors very tough to chew through as well. Their biggest disadvantage here is their slow speed. This makes Beasts of Nurgle powerful sleeper options in 9th edition, especially at their current cost. The other thing to consider is that the emphasis on holding objectives in forward positions and controlling the middle of the board makes sitting back and shooting with gunlines much less feasible, especially with only five turns to max primaries and top-of-turn scoring.
This forces armies into a position to be charged by daemons, and benefits the daemon game plan. The other half of the game are Secondary Objectives, which make up another 45 points you can score in Matched Play and GT missions. Objective-based secondaries are likely going to be better and easier to accomplish than kill-based secondaries for Chaos Daemons, in part because of a lack of quality ranged attacks. Battlefield Supremacy secondaries are going to be your bread and butter. Engage on All Fronts is very doable with faster daemons like Fiends, Seekers, or Screamers, and the ability to teleport daemons in or walk them on from another table edge with Strategic Reserves means you can place units further downfield and easily score for them at the end of your turn.
Domination also works well here, since it rewards your ability to clear and occupy an objective in the same turn with melee units. No Mercy, No Respite secondaries are probably going to make more sense with a Nurgle-heavy army where Grind Them Down can benefit large plaguebearer squads that are hard to remove, or large units of Horrors that can split models and be a chore to grind through, making it likely you can score points for Grind Them Down on a smaller number of kills.
Your game plan already relies on killing more units than your opponent most games, anyways. Purge the Enemy secondaries are going to depend on the opponent, where Titan Hunter is a no-brainer against Knights and Bring It Down will be something you bring against vehicle- and monster-heavy armies and may be something opponents bring against you. Cut Off the Head is a trap. Shadow Operations present a series of actions that you can perform to score points.
Investigate Sites may be OK for faster units but the big challenge is that your opponent can stop that by moving to the middle as well.
Deploy Scramblers and Teleport Homer are both a lot riskier and less likely to be worth your consideration. Credit: Alex P. It still has the issues with Abhor the Witch being taken against it, though that will often be your challenge working with Chaos Daemons.
This list uses Nurglings to occupy objectives early and often, quickly followed up by Daemonettes pressing the middle of the table. Not far behind or even ahead you have the huge threat of the Keepers, with the extremely hard to kill Lord of Change throwing out psychic firepower from behind.
Some opponent swill be able to chew through the wall of giant Daemons, but especially on the smaller boards, many will be overwhelmed. This list, which Alex Petford piloted to a 2nd place finish at the Vanguard Tactics Grand Series this past weekend, is more emblematic of how I expect to see Daemons run in these early days, using them as a way to supplement Death Guard, Thousand Sons, or Chaos Space Marines using Nurglings to occupy objectives.
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