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===Undivided=== <div class="toccolours mw-collapsible mw-collapsed"> All the daemons that can be used with any alignment. <div class="mw-collapsible-content"> ====Characters==== *'''Daemon Prince:''' While beefed at T10 W10 with a 2+/4++ save with a one-use 3++, they can no longer hide behind the other daemons - instead, those daemons instead want to be within 6" to get ''Stealth''. Their Hellforged Weapons is pretty much an amalgamation of their old sword, axe and claws with a split profile, though their Strike only sees them able to take on other smaller monsters and tanks while their swipes make them only somewhat able to handle MEQs while their Infernal Cannon lets them shoot something. **Of course, each god gives a bit of a boost on the prince. Khorne provides a hefty boost to the Strength of the melee weapons, Tzeentch only boosts the number of shots the cannon makes, Nurgle adds extra Toughness and Slaanesh adds to the Movement. What you don't get from any of this is any psychic power whatsoever. =====Epic Heroes===== *'''Be'lakor:''' Considerably beefed up with T10 W18 while still benefiting from both a 4+/4++ save (meaning last edition's variable saves are dead) and Stealth. On top of that, he's also a mobile emitter of the Shadow of Chaos, letting him assist any allies within 6" of him...and that's on top of his Shadow Master auras in that same range, which lets him pick one psychic power each turn (Enemies can only attack allies in the bubble when they're within 18", any enemies inside the bubble below their starting strength must take Battleshock tests, or friendly units can re-roll Battleshock or Leadership checks). **His Blade of Shadows remains just as versatile, with the sweep profile giving 14 S8 AP-3 attacks to carve mobs while Strike gives 6 S14 AP-4 D1+d6 with ''Lethal Hits'' so you can more easily carve apart enemy monsters and tanks. This is supplemented by a new ranged psychic weapon that gives him a cover-negating barrage of S5 AP-2 ''Devastating Wounds'' shots or an even bigger barrage of S6 AP-3 shots with ''Devastating Wounds'' and ''Hazardous''. ====Monsters==== *'''Soul Grinder:''' A towering beast with T11 and W14 3+/4++ but it remains plenty mobile by its ability to walk over terrain and friendly {{W40kKeyword|Monsters}} and {{W40kKeyword|Vehicles}}. The Harvester Cannon gives a pretty powerful weapon to take on tanks, the Iron Claw can tear those tanks apart and is supported by your choice of either the more numerous attacks of the Warpclaw or the higher-damage Warpsword thanks to ''Extra Attacks''. **While the Grinder can also be dedicated to a god, these only give you extra guns. Khorne provides you with a heavy flamer to cook through crowds. Tzeentch offers a Warp Gaze to blast apart mobs with prejudice. Slaanesh gives a Scream of Despair which can pierce through armor with ''Devastating Wounds''. Nurgle gives a Phlegm Bombardment, offering traditional artillery with ''Indirect Fire''. </div> </div>
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