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==Equipment== ===Daemonic Loci=== These are the special buffs your Heralds can equip to augment their units. <tabs> <tab name="Khorne"> *''Abjuration:'' 20pts. Magic Resist (2) is just the thing you need to make an expensive unit unappetizing for wizards (Result will vary with arrows and cannons). *''Fury:'' 40pts. Frenzy. Extra attacks are what you need if you ever intend on having Bloodletters do any heavy work. *''Wrath:'' 40pts. Hatred gives a slight guarantee that your first round will make a mark. Fury is better unless you have other ways to gain more attacks. </tab> <tab name="Tzeentch"> *''Transmogrification:'' 25pts. Your Pink Horrors can now re-roll their split tests, in the event that you really need to drown the enemy in Horrors. *''Change:'' 25pts. Your Herald and any attached unit roll d6 for their strength. On the plus side, you have a 50% chance of being a little more dangerous than before. On the downside, you have a 33% chance to be even more useless than before, and besides, why are you using a Herald of Tzeentch for combat? *''Conjuration:'' 40pts. Your herald and his unit add +1 to the strength of their spells. This will add more consistency to unreliable Tzeentch magic with spell wounding on 4+ and 3+. </tab> <tab name="Nurgle"> *''Virulence:'' 25pts. You regain the old-school Poisoned Attacks rule. Auto Wound on a 6+ hit roll. Cheaper offense loci and poison immunity don't negate it. *''Fecundity:'' 25pts. Your unit gains a 6+ Regen, giving extra protection stacking up for a 4++ ward. *''Contagion:'' 50pts. When your unit rolls a 6+ to hit, the enemy takes an immediate extra S4 hit. Take a more offensive route for your walls. </tab> <tab name="Slaanesh"> *''Grace:'' 20pts. All LoS, Dangerous Terrain and Characteristic tests (that aren't Leadership, sorry brah) are automatically passed. Well, hoo-frickin-rah. Lets your Steeds run over any terrain unmolested and prevent your blinged Heros from getting crushed by cannons. *''Swiftness:'' 50pts. ASF is something you want, and you want it three seconds ago. Now that it's out of Elf's hands, you can now guarantee someone's day getting ruined by a tide of armour-mulching re-rollable hits. *''Beguilement:'' 50pts. The other side of the Swiftness coin. Enemies in base contact now suffer ASL, and with the new re-roll rule, you're guaranteeing that they'll be helpless against you. </tab> </tabs> ===Daemonic Gifts=== Gone are the random-ass tables of 8E. Now you can buy the gifts you want for your HQs, though they can't be used on more than one model and they compete with magic items. <tabs> <tab name="General"> *'''Chaos Disruption:''' 30pts. -1 to hit with missiles, which every single one of your monsters needs, and can even help a Herald stuck in a group. *'''Daemonic Arrogance:''' 30pts. Stubborn is pretty useful if you're trying to keep your boss in a fight. Sadly, no unit joins in on this. *'''Soul hunger:''' 30pts. Hatred on steroids, your first round now allows to a re-roll on hit and wound rolls against non-Animated Constructs. *'''Ward of Chaos:''' 30pts. The alternative to Chaos Disruption, grants a 3++ Ward against missiles, though this is only for the model who bought it. It cannot be combined with Diabolic Splendour. Not like a Daemon Prince or Greater Daemon. *'''Radiance of Dark Glory:''' 25pts. Friendly like-aligned Daemons suffer one less wound from Instability, which can occasionally help, especially on a support HQ. *'''Massive Stature:''' 20pts. An extra wound will always be welcome. *'''Withering Gaze:''' 20pts. A quick-to-fire S6 missile? That's pretty awesome. *'''Diabolic Splendour:''' 15pts. Reroll failed ward saves. Since most daemons only have a ward save for protection, you'll need the tougher daemons to make that work. The 15-point price tag just guarantees it. </tab> <tab name="Khorne"> *'''Dark Insanity:''' 55pts. 2d6+2 Attacks. Fortunately, this is pretty decent as the Princes/Thirsters have a good chance of getting more attacks. It is pretty expensive though. *'''Awesome Strength:''' 50pts. Makes Heralds hit like Bloodthirsters and makes Bloodthirsters hit like ultra-roid-raging armour-busters. In all honesty, though, the jump from S6 to S9 will only matter when fighting monsters or war machines. Shame it's using up the Herald's entire magic item allowance. *'''Spell Destroyer:''' 25 points lets you get a chance to dispel any spell targeting your model and then remove the spell from the caster's memory. *'''Spell Breaker:''' 25pts. Essentially gives the Khorne boys a dispel scroll. *'''Immortal Fury:''' 25pts. Perpetual hatred with the caveat of always pursuing an enemy. For 25 points, that doesn't sound too shabby. *'''Battlemaster:''' 25pts. A flat +1 to hit in cc will never not help, especially since this isn't basing itself on WS or anything. *'''Might of Khorne:''' 20pts. Another monster-killer in the form of HKB. </tab> <tab name="Tzeentch"> *'''Tzeentch's Will:''' 60pts. Considering how many d6s you'll be chucking with a Prince/LoC, having the ability to re-roll one of them sounds nice. But for 60 points...well, maybe a bit less. *'''Twinned Heads:''' 55pts. +2 to all casting for being a faker Fateweaver? For 55 points? Really? Maybe if the daemons of Tzeentch also have Master of Sorcery, but otherwise this is an overpriced guarantor of casting random-ass spells. *'''Power Vortex:''' 30pts. You can add a die in your power pool for a rather decent price. *'''Master of Sorcery:''' 30pts. You know how your HQs are all trapped in Tzeentch Lore? For 30pts, this becomes your escape hatch. Not only are you a Loremaster, but you're a Loremaster in any CRB lore you want or in Tzeentch lore. *'''Dark Magister:''' 25pts. Your first miscast is nullified. Hooray. *'''Iridescent Corona:''' 20pts. Anyone in b2b with your boy takes an instant S3 flaming hit. Don't expect it to count for much, but that's one thing you made without worrying about rolling WS. *'''Flames of Tzeentch:''' 20pts. You can now spit out like a flamer, which isn't too shabby all things considered. *'''All-Seeing Eye:''' 15 points lets you see all the magic items & assassins one unit within 24" has. </tab> <tab name="Nurgle"> *'''Stream of Bile:''' 30pts. An S4 breath weapon. a Crowed clearer. If a wizard, having Stream of Corruption, your front-facing is dangerous to any nearby unit with the threat of double breath attacks. *'''Nurgle's Rot:''' 25pts. Anyone in b2b with this model (unless Nurgle Daemon or animated construct) takes an S2 hit that bypasses armour. Don't expect this to do much in a challenge, but it might do the trick against mobs. *'''Pestilent Mucus:''' 25pts. If wounded in cc, anyone in b2b that isn't a Nurgle Daemon or animated construct must test toughness or take an instant wound. *'''Nurgling Infestation:''' 25pts. GUO only. This lets your fatasses heal Nurgling mobs within range, but this sadly won't help him in combat. *'''Noxious Vapours:''' 25pts. Anyone in b2b that isn't a Nurgle Daemon or animated construct takes ASL. Well, that's how you settle a fight. *'''Trappings of Nurgle:''' 15pts. Gain Natural Armour(5+). giving Nurgle Heros an armour save in addition to wards makes them more resistant to small weapons attacks. *'''Slime Trail:''' 10pts. Protects the unit from any bonuses given for flanking or rear attacks. For 10 points, it's practically a steal. </tab> <tab name="Slaanesh"> *'''Spirit Swallower:''' 50pts. Allows the ability to recover lost Wounds for each wound dealt in cc against non-Animated Constructs. Is this good? Fairly so. Is it worth a Herald's allowance? Less so. *'''Temptator:''' 30pts. Anyone in b2b with the model gets to test Psychology or else allows you to target whoever you want in priority removal of a, particularly annoying banner. *'''Siren Song:''' 25pts. An enemy unit must test psychology in order to charge them. *'''Soporific Musk:''' 25pts. Hijack the fiend's debuff aura. *'''Unnatural Swiftness:''' 25pts. More ASF? Well, if you don't grab the locus for it, you can take this. *'''Allure of Slaanesh:''' 20pts. 5 points less than Temptator, and the difference is that the enemy unit must test Psychology or be utterly helpless, which is actually better. *'''Enrapturing Gaze:''' 20pts. An enemy unit in b2b must use their own Leadership, thus robbing any Inspiring Presence or any BSB. Save it for the armies where such things really matter. *'''Tormentor:''' 20pts. Doubles each wound dealt for the sake of Combat Resolution, this letting you end fights faster and get to the chasing. </tab> </tabs> ===Hellforged Artefacts=== <tabs> <tab name="Khorne"> *'''Axe of Khorne:''' For 30 points, an extra 1-3 attacks does seem alright, if a bit limiting... *'''Armour of Khorne:''' 25pts. Medium armour that nullifies magical weapons definitely is worth looking into, especially when up against folks like Karl "hammer-like there's no tomorrow" Franz. *'''Icon of Endless War:''' 25pts. Your Khorne units add +d3" to the charge, which is nice, though a Banner of Swiftness does provide more than just a charge, but they can be stacked on a Herald. </tab> <tab name="Tzeentch"> *'''Staff of Change:''' 50pts. Your LoC can throw some pain with this. If thrown against some light-armor mobs, you can then see that model explode and deal more damage to the guy's mates. As for the Herald, reconsider. He shouldn't be fighting. You can make it work on a prince of Tzeentch or Lord of Change especially if they have the lore of beasts. *'''Daemonic Robes:''' 20pts. Your wearer will never be wounded on anything less than a 3+, which can work together with some other protection to flat-out laugh at guns and cannons. *'''Banner of Change:''' 25pts. Your unit gains a bound PL5 spell that deals 3d6 S3 hits to an enemy in b2b, adding to the flood of hits the Horror Mob inflicts. </tab> <tab name="Nurgle"> *'''Balesword:''' 25pts. While Poisoned Attacks is rather redundant on Heralds and Great Unclean Ones, dealing d3 wounds at 25 points is a good deal. *'''Plague Flail:''' 25pts. The issue with a flail is that it's only strong on the charge or charged. Therefore, a flail that only gives a chance of an extra wound if wounded by what is effectively a CCW after the first turn is a hard pill to swallow when the Balesword exists. But +2 strength for a turn is very killy for a poisonous attack. *'''Icon of Eternal Virulence:''' 25pts. Every roll of 6 to wound makes an extra wound for Combat Resolution, which might let you overwhelm a unit. </tab> <tab name="Slaanesh"> *'''Lash of Despair:''' 25pts. It provides a ranged attack that deals d6 wounds and is quick to fire. brutal on Keeper of Secrets. *'''Witstealer Sword:''' 25pts. Another pass test (Initiative this time) or take another wound without armour. With your access to Initiative shenanigans, it's not shabby. *'''Banner of Ecstasy:''' 25pts. Grants stubborn. Maks your Chainsword not Shader so easily. </tab> </tabs> ===Expansion Magic Items=== '''''Magic Weapons''''' *'''The Eternal Blade:''' 65pts. Adds +1d3 WS, S, I, and A to the bearer each turn. Sounds nice, but this sucks up the majority of your magic item allotment, which means your lord will only be useful in combat. '''''Enchanted Items''''' *'''The Portalglyph:''' 25pts. Grants you the ability to deep-strike a unit of daemons. However, the bearer has to first place it within 12" of themselves and scatter 3d6" (and if they die, it's immediately placed with a 6d6" scatter). After that, the army in reserve can pop in at the end of any movement phase, free to move but not march. *'''Rock of Inevitability:''' 25pts. Let's you place a single auto-fab setpiece. After dropping one wall of chaos-stuff, every turn requires you to roll a d6: a 1-3 is just nothing, a 4 or 5 sets up another wall, and a 6 drops a tower. Now, why would you want this? Because any units from the Forces of Order take a -2 to Initiative whenever they're within 6" of the bearer. '''''Magic Standared''''' *'''Standard of Chaos Glory:''' 60pts. Lets those within 12" roll 3d6 and drop the highest for Instability, which is critical for keeping your armies in place. *'''Banner of Infernal Fire:''' 35pts. A standard with a bound PL5 spell. This spell deals d6 flaming S5 hits to all units within 6", regardless of engagement. *'''Great Icon of Despair:''' 40pts. All who see the icon suffer -1 to Leadership. Honestly kinda meh, especially since it doesn't affect those with Immunity to Psychology. *'''Banner of Unholy Victory:''' 40pts. The bearer's unit gains a +d3 to combat resolution, no strings attached. *'''Great Standard of Sundering:''' 50pts. This is the anti-mage standard. Not only does it inflict a -2 penalty to casting rolls for one roll you determine (critical for nerfing any magic-dependent builds), but it also forces miscasts for Lore of Light spells if the casting roll is double 1s or 2s. ====God Spacific==== Khorne *'''Firestorm Blade:''' 25pts. Bit of a niche, it lets the bearer re-roll to wound and grants flaming attacks. More of interest on a Herald. *'''Blade of Blood:''' 15pts. The bearer gets +1 to Strength and Killing Blow. Not too bad for the cost. *'''Skull Totem:''' 25pts. The bearer's unit marches at triple their movement speed. DAMN THESE BOYS FAST. Tzeentch *'''The Chromatic Tome:''' 25pts. Lets you and your enemy re-roll their Winds of Magic Die. Sure, it might screw you over, but sometimes you just wanna stop a bad Chaos Storm from brewing and Tzeench focused list wants to always have lots of power dice. *'''Wand of Whimsy:''' 30pts. Any time the bearer casts or dispels, roll a d6; on a 5+, the bearer adds +1 to S and A for the rest of the game. If you really want a murderous magical Prince or lord of change, this is your pick. *'''Icon of Sorcery:''' 25pts. The bearer adds +1 to their casting attempts. Shame that Tzeentch lore just...isn't that desirable. Nurgle *'''Staff of Nurgle:''' 35pts. PL5 bound item with Rancid Visitations from the lore of Nurgle. With the nerf to heralds and only getting Lv2 through a GUO, the staff has gone greatly up in usefulness. *'''Standard of Sweeping Decay:''' 25pts. Lets the attached unit re-roll to wound, which is very handy. Slaanesh *'''Etherblade:''' 25pts. Ignore armor and reroll enemy ward saves. Pretty damn vicious, but it bites into half the Herald's magic item allotment. *'''Torment Blade:''' 5pts. If the bearer deals any unsaved wounds against an enemy in combat, the enemy must test Leadership or else be forbidden from attacking. Jeez, this thing is ruthless. *'''Siren Standard:''' 25pts. Forces any enemies charged by the bearer's unit to only react by Holding. Pretty useful for both Khorne and Slaanesh.
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