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==Wargear== ===Melee Weapons=== *'''Chainaxe''' - It's a chainsword...'cept it's AP4. Ideal for cleaving apart mobs, but nothing more than that. Sure would be nice if it did something worth the points it costs... Like say reducing all armor saves to a 4+ maybe. Can be impressive in kill team, just due to low cost and weak armor saves being more common. *'''Axe of Khorne''' - AP2 Specialist Weapon that causes ID on a 6 to-wound. Essentially Power Fists + 1. Now available to any Chaos Space Marine unit champion with access to the Melee Weapons list. Bizarrely not available to Heralds. *'''Lightning Claw''' - AP3 and Shred Specialist Weapons. While a sane man could just take one and go to town aware that he'll lose out on the exrta attack from having two weapons, a REAL man would take double claws and go to town on shit. Or better yet, take an Axe of Khorne so you gain that AP2 and chance for ID. *'''Power Weapons''' - You enjoy access to all varieties of power weapons. You'll usually be best served by the Maul's concussive and +2 S, since the sword's just forgettable, the lance is only best served when mounted, and you have the Axe of Khorne which can one-up power axes. *'''Chainfist''' - It's a Powerfist with a Chainsword taped on to it. It's only for Termies, but that just means heavily armored killings. *'''Hellblade''' - The Bloodletter's default weapon. It's a power sword. ===Ranged Weapons=== *'''Combi-Bolter''' - It's a TL bolter. Next. *'''Combi-weapons''' - Has the Melta, Plasma, and Flamer variety. They're your go-to weapon for cheap utility for a turn. Flamers kill mobs, Plasma kills 2+ armor, Melta kills tanks. *'''Autocannon''' - The lone gun you can take which loyalists can't. It looks frightening but tends to be underwhelming when compared to Lascannons or Plasma Guns. ===Special-Issue Wargear=== *'''Jump Packs''' - Add one so now your lord can join some Raptors. That's really all you can do with these. ** Adds the deep strike rule to your lord too, so useful if you want have them join daemon units, all of which can deep strike into combat. *'''Sigil of Corruption''' - Congrats, you now own a 4++ Save. *'''Chaos Bike''' - Unlike the loyalists, you can't make Bikers troops. You can still join bikes and mow things down. ===Loci of Khorne=== *'''Lesser Locus of Abjuration:''' Adamantium Will. Honestly, most powers are blessings, so the DtW bonus is questionable at best. Unless you're going up against Grey Knights, then sure. Just stick with the other 2. *'''Greater Locus of Fury:''' RAGE!!! Honestly the best Locus when pairing the herald with bloodletters. *'''Exhalted Locus of Wrath:''' Hatred (Everything). 5 points more than the Locus of Fury, and your Herald is now like a Dark Apostle. Honestly, not so useful with bloodletters since re-rolls to hit is nice, but with bloodletters quantity beats quality. Could benefit units like flesh hounds. Also, sticking him in a land raider with a group of berzerkers isn't an awful way to give them hatred or a cheap method of sticking out a tough challenge for a turn so someone with an axe of Khorne can do some damage. ===Gifts of Khorne=== *'''Ichor Blood''' - Every time a model with this takes an unsaved wound in combat, the hitter suffers an S3 AP4 hit. *'''Aura of Dark Glory''' - 5++ Save. Trash, for 10 points more you can get a 4++ from the Sigil of Corruption. *'''Collar of Khorne''' - +2 to Deny the Witch. Stack with Adamantium Will and you're now effectively shutting down all the witches! *'''Combat Familiar''' - 2 bonus S4 AP- attacks. Decent take. *'''Juggernaut of Khorne''' - Available to Heralds and non-Termie Lords. If you take it, you're best suited joining some Flesh Hounds. Bloodcrushers are just wasted points. ===Vehicle Equipment=== *'''Daemonic Possession''' - Your tank's now BS3, it can ignore Crew Shaken/Stunned on a 2+, and anyone who enters must now roll a d6 and get a model eaten on a 1, recovering an HP. Really, not that worth it. *'''Havoc Launchers''' - An S5 AP5 TL blast. This is okay for some bonus fire support. ===Artefacts of Slaughter=== Naturally, only one of each artefact may be taken per army. The rest is in the fine print: which follows the "may take one" pattern found across several codices. You can take one of the non-weapon artefacts or you "may ''instead'' replace" one weapon with one of the weapon artefacts. So no having one super lord loaded up with multiple relics. It is notable that the Artefacts of Slaughter are very restrictive in which HQs can select them, with the Brazen Rune and Blade of Endless Bloodshed being the only unrestricted options (and the only two options for a Blood Throne or Herald). A Daemons Prince of Khorne can take any except the Skull Helm. A Chaos Lord has full access. You can attempt to circumvent the Daemon Prince of Khorne's Restriction on skull helm by having it start on a Chaos Lord, and then have him become Daemon Prince via the 7 Blood Tithe point power, which specially carries over the Artefacts of Slaughter AND ignores the normal restrctions on these. *'''Goredrinker''' - a power axe that gains additional special rules the more wounds it causes over the course of the game. In fact the rules never actually refer to the axe. They always mention the bearer and melee attacks. Miss your AoBF Juggernaut Lord? Build yourself an axe of undiluted [[rape|RAEP]]. **'''1-2''' - gain +1 strength **'''3-4''' - gain the Rampage special rule **'''5-7''' - double the owner's strength score, cumulative with the earlier bonus for strength 10 on a chaos lord ''(4 x 2 then add +1 twice for the axe and the bonus )'' **'''8+''' - all the owner's attacks cause Instant Death **I would recommend pairing it with a power sword. Why? Because, as stated above, the Blood Feast special rule never refers to the axe. That implies the benefits from killing enemies are carried over to other bearer's melee weapons. After 2-3 rounds of combat you will have a [[Awesome|strength 9 (10 in charge), AP 3 monstrosity with Instant Death and 6+D3 attacks in charge '''AT INITIATIVE''' for only 120 points]] (not counting other upgrades). And per [[RAW]] you don't even have to '''actually use''' the Goredrinker. (WARNING: [[That Guy|Rules-As-Obviously-Not-Intended]], but hey, go nuts. Khorne will take it out of your [[cheese]]y, yet somehow [[Powergamer|totally flavourless]] ass.) **Note that, as of the draft FAQ in May 2016, weapon effects (such as the D-Thirster's Colossal and Goredrinker's Blood Feast) apply even when not using the weapon. So grab your power sword with it and go nuts. **Another good idea you could do with this artefact is you could give it to a Daemon Prince and make him the bane of anything. A Flying Monstrous Creature with Strength 10 instant death and Rampage when fully charged will guarantee that he will murder ANYTHING that he comes in contact with. And the best part: he is at full initiative so go nuts with him! *'''The Blade of Endless Bloodshed''' - a normal power sword with one extra rule: any assault phase where the bearer causes '''any''' casualties ''(not "per" casualty)'' adds +1 blood tithe point. It is also the only relic weapon available to Heralds unfortunately. Sadly a bit overpriced for what it offers compared to other options. *'''Skull Helm of Khorne''' - the bearer causes Fear, and any to-hit roll of 6 generates an additional attack, but those cannot generate any more (so no endless attacks). Largely not worth the points; Fear is mediocre and you are limited to a single relic. **As noted above, if a chaos lord with the skull helm is transformed into a daemon prince, the prince will retain it, and this is only way to get this artefact on the daemon prince. *'''Blood Forged Armour''' - Regular 3+ power armour but grants Eternal Warrior and FnP. Expect to see this in every army list. Superb on your Daemon Princes. *'''The Brazen Rune''' - your psyker defense, normally it only grants AW, but once per game you may cause it to create a 24" bubble where any psyker attempting to manifest powers will peril on ANY double, but then the AW rule is lost. **A good buy because even if your opponent has only one psyker he will risk a horrible death on a turn of your choosing. Losing AW is no big deal if their psyker is dead in later phases. Otherwise you've neutered that psyker for a turn because your opponent was too chicken to try anything. *'''Kor'lath, the Axe of Ruin''' - a "normal" axe of Khorne ''(ie. AP2 specialist weapon that causes ID on 6s to-wound)'' but if the bearer dies for ANY reason, even if otherwise "removed as a casualty" a Bloodthirster of Unfettered Fury arrives within 6" of where he died. The catch is that the Bloodthirster loses D3 wounds every turn (which may be saved with invulnerable saves however) as it is only meant to be temporary, but even then it might survive the remainder of the game quite comfortably. Not bad for 30 points over a regular axe of Khorne. **Can be a fantastic distraction carnifex if your opponent knows what's coming and he faces a conundrum of leaving the bearer alive to kill more things rather than deal with a Bloodthirster later. **Note that your 'thirster can choose to arrive either swooping or gliding as of the May 2016 FAQ. **Put on a normal Chaos Lord and you can use "Fury Unbound" to give you two Bloodthirsters in the same turn. The FAQ clarified this so you can no longer ascend in stages to get an "extra" Greater Daemon for transforming from Lord to Prince. A Daemon Prince keeps the Axe if he was promoted from Lord, but cannot use the Fury Unbound rule since he's a daemon, but still provides the Bloodthirster if he dies.
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