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===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>
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