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====Relics==== *'''Paradox''': 25 points, Heralds and LoCs only. Expect to see this on every LoC to hit the field. You're not taking this because it's a Concussive AP4 melee weapon, you're taking it for the Warp Contradiction rule. With it, once per turn you can turn all the dice you rolled for a Psychic test to the opposite of their displayed value. In other words, you can turn a 1 into a 6 this way and turn a shitty roll into an amazing one instead (and then you get perils, lol), keep in mind that this means that you can guarantee a successful power by expending 2x-1 charges (1 for a cost 1, 3 for a cost 2 and 5 for a cost 3). Now you can feel safe rolling just 5 dice instead of 7 to successfully manifest WC3 powers. Note that Warp Contradiction affects the bearer only and can only be used once every phase. Combined with the Tyrant of the Warp ability, this means you can get the power you need without risk of perils. *'''The Endless Grimoire''': 35 points, Heralds only. If the Warlord only generates powers from the Change discipline, he gets to use all of them. No, you didn't misread, it says "the Warlord", not "the bearer" although nothing prevents you from making the Grimoire's bearer your Warlord. That awesome tome of wisdom looks pricey but instead of rolling shit you have a guaranteed access to powers you need. The issue is that, in the Pre-Warzone Fenris Codex where the codex specific god powers come into play, they have the requirement that you can only roll up to half on the chosen god's table which would mean you'd have to keep the Warlord at ML 1 for the purposes of this upgrade which sucks. In Warzone Fenris' FAQ, an important Errata was released, you can now roll all powers from a god specific discipline. Take a Herald of Tzeentch as Warlord and have all the powers without any risk of nullifying this. With all these toys you can get an LoC that is almost exactly like Fateweaver. With the +1 Mastery level trait and the endless grimoire as well as the impossible robe you have a Fateweaver with a better invul (knows all powers, 3++, ML4) with the large benefit of being able to fight in combat effectively. *'''Soul Bane''': 15 points, DPs and Heralds only. It's just in the relics cause they need a fluff related reason for having one. An unusual melee weapon with S User, AP equal to your target's initiative (with AP1 against vehicles and AP- against anyone who's I7 or higher), and Fleshbane. It can be interesting on a Herald, if you like spending 15pts for interesting... But well worth it on a Daemon Prince - the AP1 vs vehicles means he's more likely to EXPLODES! them, and Fleshbane combined with his high initiative, invul. save, flight & psychic powers makes the Prince of Tzeentch a perfect Riptide/Wraithlord/Wraithknight hunter! *'''The Oracular Dais''': 35 points, Heralds only. A Disc of Tzeentch that allows you to auto-pass a reserve roll for any friendly Chaos Daemon unit once per turn. This works with instruments to drop a second unit. For an instrument to work you have to pass the reserve-roll and it's actually only 10 points since a normal disc is 25 points. *'''The Impossible Robe''': 25 points, LoC, DPs and Heralds of Tzeentch only. On the one hand, it's a 3+ invulnerable save. On the other hand, if you take an unsaved wound you need to pass a Ld test or be removed from play. While it sounds really risky, on an LoC it's frankly amazing; with T6, 5 wounds, Ld 9, your opponent hitting you on 6s in the air, AND rerolling saves of 1, this makes your LoC a nigh unkillable fuck laying down psychic dakka or summoning unit after unit of daemons. Hopefully for the sake of your opponent this doesn't stack with the Warp Tether Warlord Trait, but it does stack with the cursed earth psychic power. It might be as useful using the grimoire, as you're wasting the bonus +2 to your invulnerable as you only need one and you incur the risk of failing the 3+ (unless you have Fateweaver) reroll. If you want to avoid the risk of the Grimoire just buy the Flyer Ace. Fun fact: Fateweaver used to have almost this exactly. *'''The Everstave''': 20 points, Herald or LoC only. In melee, it's S User AP4 with Soulblaze and Warpflame. As a ranged weapon, it's a Heavy 1 flamer with S5 AP3 along with Soulblaze and Warpflame. Soulblaze is semi decent, the template may not be a [https://1d4chan.org/wiki/Heldrake baleflamer] but it's far from bad. Take it for the Template or not at all. Would this work with the Warpflame Host formation, Storm of Daemonis Fire rule? Combine with flamers to make sure that if you have to burn some space marines that a lot less of them will be upright to minimize the risk of warp flame. Honestly, its not that bad and it can roast some stuff if put on a flying monster.
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