40K: 5 Changes We Want To See In Codex Chaos Daemons

Codex: Chaos Daemons is coming this month – but what changes will it bring?

The Index version of Chaos Daemons has been holding down the Warp-fort for the past 1/2 year. It’s been a noble effort – but really, Chaos Daemons were pushed to the back if your name wasn’t “Something” Horror or had Daemon Primarch in your title. Daemon Princes and the Greater Daemons were also holding it down – but let’s be honest, there were a handful of units that really didn’t get a whole lot of love in that index. Was it playable? Sure. Was it a show-stopper? Parts of it could be. Was it what folks would call a “good” army? Only if you built it a very specific way. But we’re hoping that all changes.

With that in mind, here is our list of 5 things we’d love to see in the upcoming Codex. Some of these are wish-listy. Some of these we think are mandatory. We’ll let you decide what you think.

A Viable Khorne Melee Army

Bloodthirsters are great. I’m not arguing that. But the rest of the army has some problems. If you wanted to run a PURE Khorne Daemon army, I hope you have a ton of cover and your opponent left their guns at home. While their meat-and-potato units are good in melee, they have a BIG problem: They have a hard time getting there. Right now, I think the best thing they can do is take a HORDE of Bloodletters and run full speed at the enemy. Maybe you take some risks and summon them in – but THAT IS the problem.

Right now, Khorne Daemon do not have a reliable way to get into Close Combat, where they actually do well. The upcoming Locus of Rage will help, but will it be enough?

We’re hoping for something besides just a re-roll for their charge distance. It’s good – and we’re glad to see it – but in an age where folks can deepstrike in and get 3d6 on their assault rolls (looking at you Blood Angels)  then I think Bloodletters should be able to as well.

The Return of Some Chaos Flavor


Nurgle is getting a TON of cool models with this release. Tzeentch got a bunch of cool stuff last year, and Khorne did the year before that. What about Slaanesh? That’s probably later. But for now, we’re hoping the rules help to give some of that Chaosy Character back to the Daemons. Again, we know the Loci are coming and they DO seem to be on the right track. We’re just hoping that’s not ALL they got. We want to see Chaos Daemons get their personality back as well as something they excel at – something that makes them unique and different from each other.

For example, Nurgle is looking pretty darn tough! They always have been, but now they are extra scary because of their renewed focus on being all about Plagues and doing extra Mortal Wounds. That’s good! Tzeentch has always been about spells, and we want to see that continue. The fact that they are getting some “dice manipulation” is also fitting. Khorne has always been about Martial Combat and Slaanesh was all about speed and temptation. How will those aspects be represented? How will those armies play different from each other? That’s where that chaosy character and “flavor” comes in. We hope there is SOMETHING that makes those armies work.

Expanded Lore on the Great Rift

After the events of the Gathering Storm, Chaos had basically won. Or rather, they had achieved a major victory. They had ripped the galaxy in half and the Cicatrix Maledictum was created. For the first time, the Chaos Daemons were not relegated to the Eye of Terror – on some back-water planet where a cult had taken root, hidden from the eyes of the Imperium. Chaos has finally become “the big bad” and rightfully so! Sure, the Imperium has had some victories and is attempting to rebound. But Chaos has redefined the battlelines and can strike just about anywhere – that’s a big deal!

We want to see what the heck has been going on since then. Sure, Nurgle sent the Death Guard after Ultramar. We all know how that went. But what have the other chaos forces been up to? Khorne “helped” the Blood Angels – but what about Tzeentch and Slaanesh? How are they pressing the attack? Are they back to bickering and squabbling or are finally getting on the same page and pressing the advantage? That’s what we want to know!

More Options and More Characters

We know Nurgle is getting a bunch of cool, new Heralds that are named. That’s great! What about everyone else? Are we going to see named Khorne/Tzeentch/Slaanesh Heralds, too? What about some “custom” Daemons from chosen factions. It’s a pretty safe bet that we’re going to see 6 warlord traits per chaos god. We’re all going to go out on a limb as say there will be 6 psychic powers per chaos god (minus Khorne, of course). And hey, let’s just assume that they are getting more stratagems, too. We think those are all things we can count on in the new book.

However, it’s within those specifics that we’ll find the “Options” we want to see. We’re hoping these aren’t just bland, recycled warlord traits – oh sure, we’re going to see some of the same themes we’ve seen before, but hopefully each one will get something new and fancy. This book could be like the Space Marines book in that it’s got 4 distinct and different armies that can work independently OR in concert. We’re hoping that Chaos Daemons will have enough characters and options to support viable armies.

Anything For Slaanesh

Look, Slaanesh has been pretty much dormant for YEARS at this point. We’re just hoping to see ANYTHING from them. Just give us some signs of life. Does Slaanesh have a pulse? Blink twice if you can hear us!

In all seriousness, their Locus is actually pretty amazing. One of the things we’ve been really curious about is how this will impact Seekers of Slaanesh. We have the index entry so that’s probably a good base line:

Seekers already had unholy speed – they could always move 14″, advance d6″ and charge 2d6″. On top of that with the Intruments, they get 1 to their Advance and charge rolls. They have rending on their attacks as well. So…will their Locus even apply to them? Are they going to get a change in their rules to do something else and then the Locus will give them charge after advance? What about the rest of the Slaanesh army?

Those are the types of questions we have been asking when we learned about the Chaos Daemon was inbound. We’re really excited to see what it will bring to the game and how they will play out on the tabletop.


What are somethings you’re hoping to see in the Chaos Daemons book? What changes, big or small, are you wanting to see?

  • Drpx

    Turn one charges from 35” away because eff this shooting meta.

  • You mean getting melee units into action is tough when you play with 3 pieces of terrain? Who’d have thought.

    • Nyyppä

      Reasonable terrain + skilled player with a shooting army = melee does not work.

      • Cy S

        I think you have that equation wrong. Un-reasonably low terrain + skilled player = Melee army struggles.

        Reasonable amount of terrain + skilled players = can go either way.

  • Spade McTrowel

    “More Options and More Characters”

    I’d rather have More Options and LESS Characters

    • Make heralds super customizable again, maybe less random

      • Rasheed Jones

        It’d also be cool if we could get some less sucky sumoning too. Some models are near impossible to summon, while some are literally impossible to summon (Skarbrand and Fateweaver IIRC)

  • Deacon Ix

    Getting into combat has always been an issue with daemons, giving them the ability to DS would help, summoning is a pile of w*#k and absolutely pointless. The other glaring thing IMO is that barring a few units, Daemons have nothing with which to attack flyers. I have a pure Slaanesh Daemon Army and the only thing that can attack Flyers is the Flying DP and smiting Heralds (which are sorta nerfed).

    • LankTank

      What if they introduced new rules for summoning that also superceded the prior rules? Its really easy fix actually, summoning should take up a characters movement but they should still shoot and charge. That means turn 1 a character floors it, either flying daemon or csm in transport etc, then turn 2, summon and then charge a unit. Then bloodletters with their reroll charge come into play, however I rekon they should get +2 to charge rather than re-roll

      • Deacon Ix

        The issue with summoning is that it it extremely limited, not only do you have to get a roll off for it to happen but it has a very limited setup area (12″ from summoner and 9″ from Enemy) can really hamper deployment, last time I tried summoning I was playing WB and used the WB strategy so managed to get in 30 Daemonettes, then only had a small slither of table to put them all on, and failed the charge (even with reroll) I would have been better off foot slogging them, or taking something else TBH.

        • LankTank

          I agree. However if summoning didn’t take up a characters turn completely then it at least it would still open some tactical options. But I feel they don’t want to do this as it would make it too power in PL play as the Daemons would also be free

  • karloss01

    That’s an awful lot of wishing, especially on the more options side. The fact that they’ve taken most options away so that you can only build options that are from the kit proves that there will be less options.

  • AEZ

    If you want a viable Khorne melee army just play AoS.. plenty viable there.

    • Nyyppä

      “How to fix a game? Play a different game.” I’ve seen this argument so many times it’s hilarious and yet even more comical is the fact that this has never, ever worked.

      • AEZ

        Well its with a lot of the same models… which is a good point in my defense.

        • Nyyppä

          True and works if the only point is to move those models on the able. If it is then why play at all?

          • AEZ

            Aos is more than moving models on the table… And the point we started with was a viable khorne melee army (which you wouldn’t get by starting infinity or warmahordes).

          • Nyyppä

            ”Viable Horne melee army in 40k.” Not ”viable Khorne army in any game system or edition”.

  • Justin Pettett

    Slaanesh is dead. GW just hasn’t officially killed him/her/it yet.

    • ReverendTiberiusJackhammer

      [Citation Needed] 😛

      At least one of the BL authors has gone on record saying that Slaanesh’s dormancy is leading up to a splash release similar to what the other gods have seen, tying into the god’s future return in Age of Sigmar.

      Besides, if they were actually planning to phase Slaanesh out, why would they have included the god in AoS at all, instead of just relegating Slaaneshi units to Compendium army lists, like Tomb Kings/Brettonia?

      • Alexis Muscat

        I’d even add , if Slaanesh was to go out , why give rules to Emperor’s Children ? Why tease it with Fulgrim apparitions ?
        You’vé said it Slaanesh return will be Linked with AoS fluff , surely after new Aelves will be released , and maybe at the same time or before we can hope for Fulgrim ?

    • Vicent Martín Bonet

      I’m pretty sure you can properly back up your claims given fulgrim’s sightings, amongst the grumbling in the mortal realms.

    • Talos2

      I doubt we’ll see any of the more risqué stuff anymore, but slaanesh isn’t dead. Kingdom death still exist though if you want to get weird

    • Nathaniel Wright

      Oh look, it’s this drivel again. Thanks BoLS for starting this rumor.

      No, really.

  • Talos2

    Something that doesn’t make tzeentch the go to army. Make single god armies viable

  • Jack

    Khorne needs to be less squishy and should have an ability to get them into combat more quickly

  • Warrior24_7

    How about some “real” assault rules? Whether by vehicle, flying, deep strike, or magic, you arrive then “assault”! You should not have to just stand there, or worse yet, NOT exit the vehicle for the sole reason that the enemy gets a chance to shoot at you “twice”! Once you arrive you’re shot at, then when they charge, they’re shot at again in over watch! Dumb. Fix “that” and they’ll get there.