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==Detachments== ===Daemonic Incursion=== ====Special Rules==== *'''Warp Rifts:''' You can set up your daemons anywhere within your Shadow of Chaos, so long as they're over 6" away from any enemies. The reduced distance means that your chances of charging out of a Deep Strike are significantly improved. ====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Draught of Terror (1 CP):''' When one unit shoots or fights, the AP of their weapons is improved by 1. On top of that, this unit can re-roll to wound if the enemy is battle-shocked. *'''Daemonic Invulnerability (1 CP):''' One unit that get shot at can re-roll all invuln saves of 1. *'''The Realm of Chaos (1 CP):''' Taken from the Gray Knight's Teleport Strike Force detachment. At the end of the opponent's turn, place one unit not in engagement range, or two if both are within your Shadow of Chaos, into reserves to redeploy next turn. </tab> <tab name="Strategic Ploy"> *'''Corrupt Realspace (1 CP):''' During any command phase, you can corrupt one objective that you're already capping, not only making it always count as capped even when your units aren't next to it, but also making the area within 6" of it count as being under the Shadow of Chaos. Keep in mind that a battle-shocked unit has its OC set to 0, which means that it can't capture objectives- and, therefore, it'll remain controlled by you! *'''Denizens of the Warp (1 CP):''' When a unit deep strikes, they can arrive at least 3" away from an enemy. While they can't charge, consolidation is still in the cards for entering a fight. *'''Warp Surge (1 CP):''' A unit of daemons under your shadow can charge after advancing. Excellent for your Khornates and Slaaneshis, whom all live for charging into combat anyways. </tab> </tabs> ====Enhancements==== *'''A'rgath, the King of Blades:''' {{W40Kkeyword|Khorne}} only. +1A and S on the bearer's melee weapons, and while within your Shadow of Chaos, make that +2. *'''The Endless Gift:''' {{W40Kkeyword|Nurgle}} only. Bearer gets a 5+ FNP, improving to a 4+ when within your Shadow of Chaos. *'''The Everstave:''' {{W40Kkeyword|Tzeentch}} only. +1S and +3" on the bearer's ranged weapons that become +2 and +6" within your Shadow of Chaos. *'''Soulstealer:''' {{W40Kkeyword|Slaanesh}} only. Whenever the bearer kills an enemy model in melee, they recover a wound on a 4+ - Doing this in your Shadow of Chaos grants you a +1 to the heal roll. ===Butchers of Hyporia (Combat Patrol)=== <div class="toccolours mw-collapsible mw-collapsed> A basic intro to the forces of Khorne. <div class="mw-collapsible-content"> '''Composition:''' 1 Kh'har'ret the Butcher, 20 Bloodletters, 10 Flesh Hounds, 3 Bloodcrushers *'''Kh'har'ret the Butcher:''' A Bloodmaster who lacks the +1 to wound but keeps the extended consolidation range. *'''Bloodletters:''' Two packs of 10, each with an Icon and Instrument. Shame those items don't mean shit and lost their re-rolls to wound, making their only benefit come from Kh'har'ret's default Enhancement. *'''Flesh Hounds:''' Two packs of 5. Lack their ability to spam Heroic Intervention but remain just as annoying to be tied up with. *'''Bloodcrushers:''' Your big meanies, though they're far from big enough to threaten any tanks with their MWs on the charge going missing. Also come with a pointless icon and instrument. <u>'''Enhancements'''</u> *'''Incarnated Rage:''' Kh'har'ret the Butcher's squad gains ''[Lethal Hits]''. Pretty easy for a default option. *'''Warp Locus:''' Anywhere within 3" of Kh'har'ret the Butcher is counted as the Shadow of Chaos, allowing you to throw Daemons in right as you're fighting someone. <u>'''Secondary Objectives'''</u> *'''Worthy Offerings:''' 6 VP if you kill the enemy warlord, 10 VP if Kh'har'ret the Butcher dealt the killing blow. Basic Khornate goodness in a default. *'''Dark Conjunction:''' 1 VP per turn for each objective you hold under your Shadow of Chaos but outside of your DZ. <u>'''Stratagems'''</u> *'''Blood-Maddened Banishment (1 CP):''' Lets a pack of Bloodletters fight on after dying on a 4+. Pretty much all you can do since they'll die pretty quick anyways. *'''Empyric Predators (1 CP):''' When an enemy moves or falls back to a spot within 6" of your Flesh Hounds and they weren't hit with overwatch, they can immediately move 6" towards the foe, catching them in melee while immune to any overwatching. *'''Manifest Hate (1 CP):''' Grants a 4++ save to one unit being shot at. </div> </div>
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