Editing
Grimdark Future/Tactics/Wormhole Daemons
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Daemons of Change=== The Daemons of Change are more defensive than most. The entire army has Stealth across the board. The daemons of change are also very focused on casting, as all the heroes have some manner of Psychic potential. ====Rules==== *''Symbol of Change X+:'' When this model activates, roll a d6; on a X+, an enemy model within 18" takes a lone AP 4 Deadly 3 hit, giving a very potent ding on any heavies. ====Psychic Spells==== *'''Breath of Change (4+):''' Friendly unit within 12" can now charge 3", giving you the means to control the flow of battle a bit. *'''Inferno (4+):''' Enemy unit within 12" takes 2 AP 2 hits. Somewhat equivalent to havoc blast, though it hits the entire unit. *'''Cursed Mutations (5+):''' Enemy unit within 18" takes -1 to hit, which can help since you have more squishy models. *'''Fire Storm (5+):''' Enemy unit within 12" must take a dangerous terrain test. *'''Blessed Mutation (6+):''' Friendly units within 12" gain a Regeneration save that passes on a 4+, a great save. *'''Bolt of Change (6+):''' Enemy unit within 12" take an AP 4 hit with Deadly 3. Rest assured that whoever you target, they will DIE. ====Units==== *'''Exalted Daemon of Change:''' The exalted daemon is the emphasis of everything change is. Max psychic casting, Stealth, flight, Tough 12 and incredible stats in combat. Its exalted power staff gives a bunch of AP 1 attacks, which you can exchange at no cost for an exalted power hammer for a few less attacks with Rending or an exalted power spear for even fewer attacks with AP 3 and Deadly 3. You can also buy an exalted magic blast or magic bolt, giving a flurry of AP 1 attacks, with the price determining the price. *'''Daemon Champion of Change:''' A lesser hero in almost any way except for base stats, though this means that you aren't spending so much for max casting when maybe a level 1 Psychic may suffice. You can also buy back Flying if you feel it necessary. *'''Champion of Change:''' An elite change warrior toting the weapons of the other heroes. Alongside those weapons, it also has the option to only take a Symbol of Change 4+ and Psychic 1. For mounts, the champion can ride either a disc of change for Fast, Impact 1, and Strider, or a flame chariot for a mobile bundle of attacks on a tankier frame. *'''Change Warriors:''' Your basic infantry are the only ones out of the entire army to have a stock shooting weapon at AP 1, though it's pretty meager. Their CCWs are also rather meager at only an AP 1 attack that hits on a 5+. Also unique among them is their ability to gain Psychic 1, giving you an extra venue of casting. You can buy a command group for Fear, and then complement it with a Banner of Change to make their melee attacks AP 2. If you're planning on extra melee, you're likely to buy them extra CCWs, though you could also buy them a magical CCW for Rending or a great weapon for AP 3. *'''Pink Warriors:''' Essentially change warriors with a ramped up price tag. Why is that, you ask? Well they have a secret rule that means that if any models die, they become... **'''Blue Warriors:''' Two of these guys. Note that these guys carry no upgrades over and are weaker, but they're protected by the pink warriors until they're all gone. If these guys bite it, then they turn into... ***'''Yellow Warriors:''' This. There is no unit more pathetic as they, for they will immediately die if hit by anything - not even a 6+ defense. You can try to use them to hit back anything while protected by the blues, but by this point the unit's lost. *'''Manta Daemons:''' These guys are very mobile with Fast and Strider while Tough 3 lets them take a blow before they can close in to attack. Their role is to pretty much tie up units so that your others can focus their fire at others. *'''Flame Daemons:''' Pretty much the upgrade to change warriors. Each of them has three AP 1 attacks that can hit a little further away. While they're capable of fighting up close with three attacks hitting on a 4+ and Tough 3, that shooting's what they are best at. *'''Flame Chariot:''' Essentially what happens when you put a flame daemon onto a vehicle. This allows the daemon to cover more ground with Fast and Strider and it gets a bunch of extra melee attacks as well as Fear, letting them stand their ground against infantry. *'''Crab Daemon of Change:''' The crab daemon gives you a much beefier monster that can stand strong. Its power claw gives you something good for ripping open tanks and elites, which you can replace for a power blade if you want more attacks better suited for infantry. The power cannon lets you blast infantry and you can make it a heavy power cannon so you can blow up tanks.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information