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==Slaanesh== ===Named Characters=== '''Masque of Slaanesh:''' Rerolls every failed hit roll if the opponent has the same move as her, and also rerolls every wound roll if the opponent's move is less than her. Everyone within 12" from her gets his movement halved, and at the beginning of combat phase you roll a d6 and if the opponent's hit roll matches your result the attack fails, which can be amazing (if you roll a 5 or a 6) or utterly pointless (hello, one.). *Stupid tactic: use her as a suicide bomber while you position your other units, especially if the enemy lacks ranged attacks. Once she's next to your opponent they will turn into slugs for at least one turn and will have the choice between spending a turn shooting and charging your very killy dancer, possibly bringing them into position for your countercharge, or ignoring her and remaining slugs for at least one more turn. This is very much hit-or-miss however as not rolling a 4, 5 or 6 for her special rule may very well doom her. Don't expect her to survive the game if you play her that way anyway. ===Heroes=== '''Keeper of Secrets:''' Has this interesting ability where he can give 6 extra attacks to an enemy hero, but as soon as that hero rolls a 1 to hit he dies. Always rerolls every 1 to wound, his spell haves you roll 2d6 and every unit within 6 with a bravery inferior to the result suffers d3 mortal wound, which can range from amazing to absolutely useless depending on what you are facing, and his command ability allows a Slaanesh Daemon unit within 12" to pileup and attack twice in that turn. Although he is decently killy, you really want to keep him safe-ish and use him as a support character - his speed of 14" at max wounds means he can keep up even with your fastest units and always position himself where he will activate the locus on the most units, and his command ability turns your already amazing melee units into utter ridiculousness that will end up destroying almost any opponent from sheer number of attacks alone. '''Herald of Slaanesh:''' Gets an extra attack for every 6 to hit and rerolls her save. That's it. Generally the most useful hero to activate regular daemonettes' locus as she moves at the same speed. Can take a Steed. *You really shouldn't bother with the steed to support Seekers, because it only gives her a 12" move and doesn't grant her the seekers' 2D6-run-then-charge meaning that she'll struggle to keep up with them and that they'll get even farther if they get the locus. A herald on either kind of chariot is much better at supporting seekers. The better use of the seeker on herald is to make her mobile enough to activate the locus on several units at once, a role at which she is decent, but far from as much as a keeper of secrets. '''Herald of Slaanesh on Seeker Chariot:''' It's like a regular Seeker Chariot, but gives enemy heroes -1 to their hit rolls in melee. No longer has 1 wound less than regular seeker chariots in Grand Alliance: Chaos! So do as with the exalted version and always say you have a herald on it because you're a jerk that way. As with regular chariots, the exalted version is largely superior, but don't feel bad for using one as unlike the regular one, they do a few things better (like supporting seekers thanks to their guaranteed 6" run). '''Herald of Slaanesh on Exalted Seeker Chariot:''' See above, but add "Exalted". There is absolutely no reason to not say you have a herald on the chariot if you're not using a point system (to activate more locuses on your other daemons), but doing so too much may get you flagged as a That Guy. ===Troops=== '''Daemonettes:''' These ladies are potentially one of the most deastating melee infantry units in the game. Sure, they only Hit and Wound on 4+, but each girl attacks ''twice'', has -1 Rend on those strikes and any 6+ To Hit makes another attack (new attacks ''can'' generate new attacks). Get twenty or more in a unit and any 5+ To Hit makes a new attack instead. Combine that with 6" movement, the ability to Run and Charge, a decent 5+ save and the ability to force enemies to re-roll all to hit rolls of 6 against them if they are within 6" of a Slaanesh Daemon Hero and you have a truly nightmarish unit. Blobs of 25-30 will utterly anhihilate anything that comes into contact with them, and they have the means to get there. Slaanesh's dead? Fuck that noise. * The locus makes you that much tougher and is activated if at least one model in the unit is within 6" of a valid Hero. If they're not being led by a footslogging herald, keep your blobs spread out. '''Seekers of Slaanesh:''' Pretty much a Daemonette turned up to 11 but without the bonus for bigger units. 2 Wounds, 4(!) attacks, two of which have the same awesome rules as the on-foot version, 14" movement and you run +2D6 and can charge afterwards. Yes, these ladies have a potential <strike>38"</strike> 40" charge range, as they also get +1" on both their run and charge rolls as long as they are close to a slaanesh daemon hero (make them move along a herald on chariot for that). '''Fiends of Slaanesh:''' Surprisingly not overpowered, but they can be useful if you support them right. They have 4 Wounds each and inflict a -1 To Hit penalty on enemies in melee, but they pretty much need a Hero along for some rerolls of 1s To Hit themselves to do any real damage. Can also function as a screen for your keeper of secrets while you make as much use as possible of your command ability. There's only one different model still on sale meaning units will end up looking very samey if you didn't already own some and they're fuckingly expensive for what they are, though. '''Seeker Chariot:''' Oddly fragile for a Chariot, with 6 Wounds and a 5+ save, but pretty strong in melee nevertheless. Each Chariot always runs 6", sports 9 attacks five of which can make more like the Daemonettes can and when they charge, you roll a D6 for every enemy ''model'' within 1" of your Chariot. On 4+, the model's unit takes a Mortal Wound. Unfortunately, unless your opponent is into crescent-moon formations, this won't ever affect more than three models (or you could deploy and always move them side-on; bases are ignored and regardless models don't have a facing in Age of Sigmar, and it's explicitly legal according to the wording of the Movement rules - blocking terrain would be the only reason to do otherwise, and that's pretty rare). Either way, keep them in cover and charge exposed, tender rears. '''Exalted Seeker Chariot:''' Basically a normal Seeker Chariot+1, with 9 Wounds and 17 freaking attacks, 9 of which can generate new ones. So, they are better on a Wound-to-Damage basis, proving that Wound-count-balancing is stupid. They have the same impact hit rule as the seeker chariot and hellflayer... But they deal D3 damage on a 4+ for each model within 1". Yeah, that's a lot, and pretty much chaos' answer to zombie/skeleton packs. Remember that they're a lot bigger than Seeker chariots too, so are likely to affect more models with their 1" range impact hits. Boom. '''Hellflayer:''' A Seeker Chariot with a new special rule. They also inflict Mortal Wounds on stuff they charged, but if you scored at least one, you get to reroll To Hit for everything but the horsies (read: for everything that generates new attacks). Always build/play them like this, because you win quite a nice rule and two more attacks and lose nothing over a Seeker Chariot except always running 6". *These chariots are much wider than they're long, meaning good placement will net you a bunch more impact hits than a Seeker chariot. This can, however, screw you up if you like tables with crowded terrain.
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