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==Bound Daemons== Released as an Exemplary Battles doc, this gives us a bit of a preview of what daemons may end up being. That said, they require someone else to summon them onto the field, so they'll always be the allied force unless you're really dumb/ballsy enough to hedge all your bets on summoning enough daemons at the start of the game. The tradeoff of this is the fact that your daemons won't be subject to any turn-based decay. ===Special Rules=== *'''Bound Subtype:''' The big selling point here. All Bound Daemons no longer suffer from deterioration, but now require psykers to be on the field to avoid them losing power. **The big tradeoff is how they're deployed. During initial deployment, One IC psyker must make psychic tests in order to summon each unit of daemons on the field. However, one failure and any remaining squads are thrown into reserves. Afterwards, your IC psykers can make psychic tests in order to summon those daemons from reserves. *'''Bound Malefica:''' Allows Bound Daemons to count as Ruinstorm Daemons in terms of any rules that require the latter, such as the Esoterist's Breach the Veil power or Erebus' Harbinger of Chaos. That said, these powers do not allow you to circumvent the summoning tests for a Bound Daemons army. ===Warlord Trait=== *'''Malefic Supplicant:''' Pretty much a necessity, as this is the only way you can summon your forces. Fortunately, this is available to both your daemons as well as to any allied warlords of the Traitor allegiance. This makes the warlord a psyker, but they don't get the ability to cast anything aside from "Summon Bound Daemons". Your army also gains an extra reaction during the Assault phase. **More of a no-brainer if you already have a psyker for a Warlord (chiefly the Thousand Sons and most special Word Bearer Characters and Praetors with Burning Lore). ===Unit Analysis=== ====HQ==== *'''Bound Daemon Regent:''' What might well become better known as Daemonic Heralds. They're slightly tougher with T6, 4 wounds and a 4+/4++ save, while WS5 makes them about on par with most basic characters with their AP2 Regent Blade with ''Murderous Strike (5+)'' making them capable of carving through most things. **If you're worried about survivability, you can also buy Attendants. In fact, that's the only way your Regent can be in a squad since they lack Independent Character or some other way to join squads. That said, these Attendants are just Daemon Brutes with a fancier title. =====Named Characters===== *'''[[Samus|Bound Samus, the End and the Death, Daemon Prince of the Primordial Annihilator]]:''' The only daemon prince you have access to, he's a pretty fierce monster. On top of his benefits as a ''Monstrous'' unit and a 3+/4++ save and ''IWND (5+)'', he also has ''Empyrean Avatar'' to make any ''Instant Death'' attacks deal only d3 wounds. He's also surprisingly nimble with ''Fleet (2)'' and his Encroaching Ruin dominion letting him walk through any terrain. **''The End and the Death:'' Despite being potentially an allied force, you can make Samus the warlord. His WT allows all of his attacks (All AP2 with ''Armourbane (Melee)'' and ''Murderous Strike (5+)'') force re-rolls on successful invulnerable saves. Pretty much all that he needs since his weapon is quite devastating. **''Whispers of Madness:'' So Samus has some uses in Reserves, forcing his enemy to take a -1 to all Reserves rolls, and unlike the Master of Signals' jammer, this won't fuck with your forces. Once you summon him, however, he gains an 18" bubble of -2 Leadership for any psychic checks. Fighting in melee also lets him boost his ''Fear'' rating to ''Fear (2)'' so he can force more sweeps. ====Troops/Elites==== *'''Bound Daemon Brutes:''' Oddly both a Troops and Elites choice, meaning you'll need to see a LOT of them. Their weapons are quite effective at S5 AP3 with ''Rending (6+)'' and ''Murderous Strike (5+)'' on top of ''Hammer of Wrath (1)'', and being T5 with a 4+/5++ save and 3 wounds a model makes them more than a little durable for a squad of brutes. Being ''Bulky (3)'' also means that outnumbering them won't be as easy as you think. ====Lord of War==== *'''[[Ka'bandha|Bound Ka'bandha, Daemon General of Signus]]:''' The biggest, angriest and fuckingest [[Bloodthirster]] known to man. Being the ''Gargantuan'' subtype makes him pretty much on tier with a Primarch, with 8s for most stats except BS5 I6 A7 Ld9, immune to any stat mods, ''Eternal Warrior'', forces anyone to re-roll ''Poison'' and ''Fleshbane'' rolls, able to walk past any terrain (with wings that he can trigger for 14" movement like a jetpack - because fuck you) and able to shoot wherever and whenever. That said, this makes him essentially unable to react against anything smaller than a Primarch. Defensively he's pretty well-set with a 3+/4++ save, ''IWND (5+)'', and a 3+ ''Adamantium Will'' save lest anyone forget that he serves [[Khorne|something that hates psykers]], though this'll only apply to Force weapons thanks to the ''Gargantuan'' subtype making him immune to any other powers. **''Skull-Keeper:'' Ka'bandha's WT only works on any daemons of the Heedless Slaughter dominion. Any daemons of this dominion within 12" get ''Rage (3)'' for even more devastating charges. He also gives an extra reaction in the Movement phase. **''Eternal Rivalry:'' So you'll notice that he has ''Hatred (Sanguinius)'' as a rule, as he's got a bone to pick with the Fabulous Hawk-Boy on account of [[Signus Campaign|Signus]]. That's only half of the story; should the two be fielded, Ka'bandha also gets a special secondary objective that requires him to challenge Sangy to a duel. If you kill him, you score 2 VP, but if Ka'bandha dies, you forfeit 1 VP - all on top of the VP scored for Slay the Warlord. **''Armaments of Ka'bandha:'' His weapons are essentially consolidated to a melee and ranged profile. In melee, he's got a ''Two-Handed'' S+4 AP2 behemoth with ''Sunder'', so he can carve apart tanks with laughable ease. At range, he's got a close-quarters machinegun with 6" S6 AP2 with Assault 7 to drown lesser mobs. **''Scythe of Hatred:'' So after all of his attacks in melee (including ''Hammer of Wrath (d3)'' and ''Rampage (d3+1)'' - which won't trigger as much as you'd think due to him counting as 10 models for outnumbering) and after accounting for Sweeping Advances, he can make a singular Hellstorm Flamer attack. Any units with models inside this template take a number of S6 AP- hits equal to the number of wounds he caused this round, so you can easily use this to cut through a few more units after wiping one in a fight.
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