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Daemons
Daemon belong to a specific god and have USR Hatred for their opposing god (Nurgle/Tzeentch, Khorne/Slaanesh). Herald of one god cannot join a unit from another god.
Khorne USR: Rage, Re-Roll Charge distance
Tzeentch: +3 LD for Psykic tests, Re-Roll Saves of 1
Nurgle: Slow and Purposefull, Shrouded, Defensive Grenades
Slaanesh: Rending, Move thru Cover, +3” to run distance for infantry, +6 “to run distance for cavalry (only if the whole unit is cavalry), +3” Flat out for chariots
Daemonic Instability
Units with this USR may not be joined by units without this USR. Unit passes all Fear, Pinning and Moral tests. If a Unit with this USR looses in Close Combat, it must test for Instability on 2D6.
If the test is failed, the Unit takes wounds equal to the difference between its LD value and the roll.
If you roll Double 1, all wounds lost in this combat are restored. Place lost models back on the table
If you roll Double 6, the whole unit is removed from play.
Warlord Table
War Lord Table:
1)Warlord gains Instant Death USR
2)Warlord and his unit gain Hatred (Everything) USR
3)As long as the War Lord is alive, your opponent test for Fear at -1 LD
4) As Long as the War Lord is alive, units within 12” of the War Lord may re-roll Daemonic Instability
5) As long as the War Lord is alive, you may re-roll results on the Warp Storm Table
6)Units with the Daemon USR may Deep Strike within 6” of the War Lord without scatter.
Warp Storm Table
The Warp Storm Table is only used when Chaos Daemons are your Primary Detachment. Roll on the Warp Storm Table at the beginning of the Daemon Players Shooting Phase
2) The Storm is receding: All units with the Daemonic Instability USR (Friend and Foe) immediately test for Daemonic Instability
3) Punishment of the Gods: A random character model with Daemonic Instability (Friend or Foe) immediately tests for Daemonic Instability on 3D6. Wounds suffered in this manner can only be allocated to that model.
4) Warp Quake: All models with the Daemon USR suffer a -1 penalty to their saves until the next roll on this chart (friend or foe)
5) Storm of Fire: Roll a D6 for every unit with the Daemon of Nurgle USR or Mark of Nurgle or enemy unit that is not locked in combat. On a roll of 6, place a large blast marker on one of the models in the unit. Scatter 2D6. All models under the template suffer a S4 AP5 Ignore Cover, Pinning hit ).
6) Glorious Rot: Roll a D6 for every unit with the Daemon of Tzeentch or Mark of Tzeentch or enemy unit not locked in combat. On a roll of a 6, the unit suffers D6 S4 AP3 Poison (4+) hits. Vehicles are hit on Side Armor.
7) Calm Warp: Nothing happens
The Dark Prince Thirsts: Roll a D6 for every unit with the Daemon of Khorne USR or Mark of Khorne or enemy unit that is not locked in combat. On a roll of 6, the unit suffers D6 S6 AP- Ignore Cover, Rending hits.
9) Khornes Rage: Roll a D6 for every unit with the Daemon of Slaanesh USR or Mark of Slaanesh or enemy unit that is not locked in combat. On a roll of 6, center a small blast marker on a model of your choice in the unit and scatter 2D6. Models under the blast template suffer a S8 AP 3 Pinning hit.
10) Warp Flood: All units with the Daemon USR gain +1 to all saving throws until the next roll on the Warp Storm Table (friend or foe)
11) Daemonic Possesion: A random enemy non-vehicle .Psyker that is not a daemon must pass a Leadership test on 3D6. If the test is failed, the Psyker is removed from play. Place a Herald of a god of your choice within 6" of the removed model. The Herald does not receive any upgrades.
12) Blessing of the Warp: A new unit of 2D6+3 Bloodletters, Pink Horrors, Daemonetts or Plaguebearers (your choice) arrives via deep strike.
All Daemons have a 6+ Armor Save. Some daemons (for example Bloodthirster have a 3+)
Bloodthirster lost EW
Skulltaker has EW and 3+ Armor
Lord Of Change is Level 2 Psyker and Flying FMC
11-15 Pink Horrors generate 2 Warp Points, 16-20 generate 3
Fateweaver has a 4++, Level 4 Psyker. He knows all Tzeentch powers. Right Head knows one power from Pyromancy and Divination, Left Head knows one power from Telepathy and Pyromancy. Declare which head you want to use at the beginning of each turn. May re-roll a single D6 each phase.
Blue Scribes are not Psykers, but generate one power each turn from the main rule book. They can use that power without rolling a psykic test.
The Changeling may exchange any of his stats with an enemy non-vehicle model stat in base contact (WS, S, W, I, A) until the end of the turn
Great Unclean One is Psyker Level 1, Biomancy and Nurgle
Beasts of Nurgle can charge in the opponents turn.
Ku'Gath can regenerate wounds on Nurgling Swarms
Epi only effects Daemons of Nurgle within 6" and tally works based on unsaved wounds caused by Daemons of Nurgle:
7+: +1 Strength
14+: +1 Toughness
21+: 2+ poison
28+: 4+ Feel No Pain
Keeper of Secrets has Prefered Enemy Eldar and Dark Eldar. Psyker Level 1, Telepathy and Slaanesh
The Mask re-rolls all failed saves. It has multiple different dances
There are Chaos Furies
Flamers of Tzeench: If they caused a wound, take a test every turn for that unit. If the test is failed, you take D3 wounds, if you pass the test, you gain FNP (6+)
Skull Cannon: If you assault a unit that has been hit by a shot from the Skull Cannon, you suffer no initiative penalty for assaulting thru difficult terrain.
Axe of Khorne: Instant Death on a roll of 6 to wound.
Mutated Warpknife (Tzeentch): If it kills a enemy Character or MC, that model is turned into a Chaos Spawn on a roll of 2+
Warp Poisoning: If a Character or MC looses its last wound due to a Close Combat attack from the Staff of Change, all units within D6 inches (friend and foe) suffer D6 hits at S5 AP -
Mace of Disease: Models that suffer an unsaved wound from this weapon must pass a Toughness Test or suffer an additional wound. No saves of any kind can be taken to prevent this additional wound.
Many Characters cannot buy equipment, but can buy Minor, Major and Legendary enhancements for a certain point cost. These are randomly determined at the same time as Warlord Traits are rolled. You may have the same enhancements more than once on each character, but the random result can only be applied once to each character. Re-roll doubles. Rolls can be exchanged for special weapons.
Minor Boons
Result 0: (May replace roll on the chart)
Magical Weapon: Etherknife (AP2, Mastercrafted, Specialist Weapon)
Daemon of Khorne may take an Axe of Khorne instead
Daemon of Tzeench may take a Staff of Change instead
Daemon of Nurgle mau take a Mace of Disease instead
Daemon of Slaanesh may take a Ghost Sword(?) instead
Daemon Princes
Skarbrand and Bloodthirster make Khorne DP Heavy Support
Fateweaver and Lord of Change make Tzeentch DP Heavy Support
Ku'Gath and Great Unclean One make DP of Nurgle Heavy Support
Keeper of Secrets makes DP of Slaanesh Heavy Support
DP costs 145 pts
Khorne +15 pts
Tzeentch +25 pts
Nurgle +15 pts
Slaanesh +10 pts
Daemonic Flight 40 pts
May take up to 50 points of gifts
none khorne DPs can buy Psyker levels up to level 3 at 25pts/lvl
Heralds may still be taken 2 per HQ slot. Every Herald adds a Boon to the unit he joins.
Icons can improve certain effects. Instruments can "summon" reserves or modify the result of the Warp Storm Table.
It's interesting that buying wargear upgrades are random and figured out the same time as psychic powers, possibility of certain units being made into heavy support just before the game (guess that is good for "heavy metal" scoring.
the dreaded #11 doesn't seem to be going away, if anything it may be getting slightly worse with the addition of this
Icons can improve certain effects. Instruments can "summon" reserves or modify the result of the Warp Storm Table.
right now there is only about a 10% chance of it happening every turn, if this "modify results" ends up being a +1/-1 that goes up dramatically.
As matt pointed out obviously this is going to be a serious problem for GK and Nids, and will certainly enter into the thinking for me when i'm making army lists depending how popular Daemons get after this.
Like i said before i wonder if all this crazy random random randomness will even appeal to a serious tournament player who doesn't build lists relying on luck or chance.
This is an interesting little tidbit about demonic instability
If you roll Double 1, all wounds lost in this combat are restored. Place lost models back on the table
If you roll Double 6, the whole unit is removed from play.
now granted daemons usually don't lose a lot of assaults but it does open the door for a 10% chance to either get your guys back or completely wipe out an expensive "death star" unit