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==Unit Analysis== ===HQ=== *'''Chaos Lord''': You know him, you love him, same utility boss as always, even for the same price (Yes, he's priced like he paid for it in the main 'dex). Unlike the "core" Lord, he has access to the previously daemon-only Axe of Khorne, for AP2 while striking at initiative order. *'''Daemon Prince''': He's big, he's killy, and he's here to demolish anything that pisses him off, which he'll have to since he's now forced to do challenges (You're playing Khorne, remember?). Sad thing is that he's rather limited in what he can take (Mainly either relics or Gifts), but at least he can also buy wings too. Regardless of how much more expensive it is, Blood Forged Armor gives Eternal Warrior and FNP along with a 3+ compared to only a 3+ makes it a straight upgrade to Power Armor. *'''Herald of Khorne''': Your other budget HQ. You're now free from the madness of Kelly's tables, and can pick whatever you want out of the Loci, Gifts, and relics, meaning there is no way to get a Herald with AP2 since both relic axes are restricted. A support HQ choice opposed to the sheer kill potential of your other HQs, you're now able to join whatever forces you want meaning your Locus can apply to "mortal" squads, Locus of Wrath while attached to Berserkers for maximum benefit. **'''Blood Throne''': Your Chariot got some new boosts now: One is that now every Daemonkin unit can benefit from whatever Loci you have (Reminder, Abjuration gives Adamantium Will, Fury gives Rage, Wrath gives Hatred), which is sweet. The other is that you get two S4 AP3 (S5 if you charged) hits at WS5 I4 to represent your crew alongside your Herald's attacks. It's still a very sturdy ride. *'''Bloodthirster''': Thanks to End Times: Archaon, you've now got two new variations to the big monster, and a new multi-model kit. You're also free of Kelly's tables, but the price to this is the loss of any ability to customize. Also, auto-challenges. **'''Unfettered Fury''': The 'thirster you've been using all along. As a refresher, you've got your Axe of Khorne and your Lash (A 12" Assault 1 S6 AP2 shot). If you want to play the army to its fullest potential you'll <u>need</u> one of these in your collection, just don't pay the points for it when building your army because you can just summon them for free using BftBG or with Axe of Ruin. **'''Insensate Rage''': 25 Points gets you the Rage USR and the world's biggest axe. No, seriously, it's got THE D and AP2, but it forces you to pile in and fight at Initiative 1 because it's so fucking heavy. It's...well, it's less absurd a price tag than Fantasy had. The absence of ranged weapons is compensated by the ability of flying monstrous creatures to jink every turns. As jink don't forbid you to charge on next turn it's not a problem for a Bloodthirster of Insensate Rage. To summarize, it give you 3 constant saves: 3+ armor, 4+ cover, 5+ invulnerable. **'''Wrath of Khorne''': 50 more points. Now you've got Hatred (Characters) and Adamantium Will. Also, you get the Bloodflail, a utility weapon that can either be a souped-up Lash (S7 AP2 Assault d3) or an AP2 Specialist Weapon, and a Heavy Flamer with Soulblaze alongside your basic Axe (Free attack! Yay!). You are now fabulously capable of laying on the pain in a challenge you charge towards. *'''[[Skulltaker]]''': Bafflingly, Skulltaker is the lone character of the Daemonkin army. No [[Kharn]], no [[Skarbrand]] (A loss on GW's part since they were already making the new Bloodthirster models (likely they didn't want to change the characters right away and their rules aren't primed for 7th)), and no Karanak. Also, he loses out on riding the Juggernaut/Blood Throne. Aside from that, he's the same ol' Character-slayer (Notes include WS/BS9, I9, 3+ Armor with EW, Power Sword with Soulblaze and ID when you roll 6 to-wound), now with the option of joining models as tough as he is, if not tougher. ===Troops=== *'''Cultists''' - 7 goons, 1 champion (Yeah, this is a pattern. All basic infantry are organized in squads of 8). They still can only take Flamers or Heavy Stubbers per 5 (or just get Autoguns) while the champ can only get a shotty. Simple tip: Sacrifice them. Sure your characters are shit, so let them die Note: Theres a champion and a unit, so 1 units of cultists generates 2 Blood tithe! Use their death to fill the Blood Tithe (Doubly so if they get overrun). If you spam MSU, you can go pretty far. Note that since the Daemon prince and Bloodthirster Blood Tithe options require you to sacrifice a character, these can bring both bodies to fill the Tithe and a free body to get "possessed". Just make sure you have someone boosting their leadership to not-sucking levels. On a plus side Cultists can be "sacrificed" if they failed their morale check, aka: means that if your surviving unit of 3 cultists are running away and are far too low to do anything you can sacrifice them by removing them from play and getting your Blood Tithe point! Just be sure not to scrap them ''too'' early and give your opponent First Blood, so at least kill something first before you start using them to horde Blood Tithes. **When using cultists remember to if possible play aggressively with them, unless you are just using them for objective camping you want to have them out in the line of fire as quickly as possible. Of course if you can get some shots or charges off take it, but remember these guys are meat-shields put them in front of more important units as you move up the board and let them absorb the enemy shooting so your real fighters are unhurt for combat next turn. And with their deaths you can use the blood tithe to buff the rest of your army for next turns combat. **Best Blood Tithes: Doesn't really matter as they are really for generating points, not using them. If you must best go with the second and fourth ones with them. FNP isn't great on them as you want them to be doing damage before death, not staying alive. *'''Chaos Space Marines''': Your middling troops choice. You're no longer risking champions turning into gribblies with each fight, but you've also lost out on the gift of mutation as well as Veterans of the Long War. Other than that, you've still got the same issues of price, now worsened by MoK being stock as well as the large base size. Very overshadowed in this book, plus the removal of Icon of Vengeance kinda made them kinda redundant, plus you spent Β£30 to use the unit below this, right? **If you insist on using them it is best to focus more heavily on their ranged abilities (berzerkers are better fighting marines anyway and bloodletters are cheaper). So best to leave them equipped with their bolters and maybe throw in a melta and special weapon for kicks, then throw them in a rhino and start shooting around the board. Its probably the best option you got for chaos space marines. Also do not forget you are '''NOT''' fearless and can run off the board or be overrun, so tread carefully. ***Best Blood Tithes: Feel no pain all the way. They really aren't the ones you want in combat anyway, just some extra boost against enemy return shooting. Close second would be granting furious charge, the extra strength can help. *'''[[Khorne Berzerker]]s''': Your iconic elite murder machines...still struggle under an exorbitant price tag. They still need to pay 3 points for their chainaxes, and still suffer from only getting attacks when charging/getting charged. And you also lack VotLW. For such an iconic unit, you'd think they'd give these bastards at least something of a break. Remember, a CSM statline and power armour means Berzerkers are far more suited to handle horde armies and prolonged combats than Bloodletters are, who can easily be overwhelmed by Tyranids and Orcs they fail to wipe out on the charge due to Bloodletters' low number of attacks, toughness, and saves. In addition they are also far less vulnerable to overwatch fire and Instant Death, so have more opportunities to abuse feel no pain and make their charge distance. Also having ranged abilities gives them more versatility (especially in regards to the plasma pistol upgrades) than Bloodletters, thus meaning not being in combat is not a complete loss for them. **Berzerkers overall are probably the most reliable of the the the four troop choices. Hordes will get mowed down, MEQS and TEQS can be taken down through sheer weight of attacks and shooting (you do also have the two plasma pistol per squad and power fist options if you want more guarantees) and there high weapon skill means they can handle themselves against high strength combatants. They are better fighters than chaos space marines and cultists, including being more reliable than bloodletters. Though for all this you are paying a higher price, if you are focusing on other areas of your army and low on points you would probably be wise to consider cultist or bloodletters for troop based fighters. Or perhaps chaos space marines if you want to focus on shooting (why you would in this army, I leave to you). ***Best Blood Tithes: The second tithe is useless to them so best focus on the third and fourth. This will grant them feel no pain and +1 attack (combined effects assumed with slaughter cult) which combined with their other abilities will mean they will have literally one of the scariest charges in the game with a large squad. *'''[[Bloodletter]]s''': Your other budget troops choice, Bloodletters only benefit over Cultists in two ways: Fearless and AP3 weapons. Aside from that, they're still weak against firepower, and aren't too hot in prolonged combat, and with the loss of the random tables (and thus the weapons), getting the Bloodreaper isn't even such a hot choice except for the sole reason of having him die for your Blood Tithe, but at least now they won't have to roll to see if they automatically die and that means that they can act more like bodyshields. Buying an Instrument of Chaos allows them and another Daemons of Khorne unit to auto-arrive from reserves. Buying a Banner allows Daemons of Khorne units Deep-Striking within 6" to not scatter (And other Daemons just scatter d6, which is cool too). Just remember that both upgrades ONLY work on units comprised entirely of models with the Daemon of Khorne rule (aka: Warp Talons!) **Bloodletters due to the inclusion of fearless also creates the option of cheap distraction units for your army. Now that you can actually summon with mono-khorne you can bring down units of bloodletters and rush them into high-priority units such as terminator squads and tie them up without worrying about them running. Generally TEQ's probably won't have the attacks to kill them all in one round so that means you can distract them from interfering in other areas for a turn or two. If your bloodletters manage to kill one or two on the charge in well thats just the bonus as your free units take down high point models and when they die they add to the blood tithe and recycle themselves back into summoning more free units who can throw themselves into the line of fire and chip away at your opponent while your other squads deal with other areas (objectives, killing the warlord, etc...). A note that's worth sharing, for newer players, overwatch (specifically rapid fire bolters) can really really hurt. ** They come in units of 8 now while retaining their original Chaos Daemons price, making MSUs slightly cheaper while being overall more effective (you got fearless instead of instability). If you need to fill the mandatory troop tax (anywhere) these guys will bring more bang for your buck than cultists. ***Best Blood Tithe: The best for blood letters when getting into combat would probably be the second and fourth options (assuming in the slaughter cult) so they can literally put out more attacks on the charge than daemonettes (seriously). FNP is really not as much a big deal as they probably won't survive that long after combat anyway, best focusing on improving their combat to wrack up the points. Another good tithe for them would be the fifth as summoning more bloodletters in will remove the sting of losing a squad of them, making them more expendable than non-summonable units (chaos space marines, soul-grinders, etc...). ===Dedicated Transport=== Special note that the language that prevented Khorne daemons from using CSM transports is gone in this codex, so you can put bloodletters in your rhinos and land raiders, if you want. This represents the fastest option to employ a banner of blood so your deep striking daemons won't scatter, 12" move and 6" flat out. Bloodcrushers are the second fastest, with a 1d6" run instead of the flat out. *'''Chaos [[Rhino]]''': Ol' reliable is still here to cart your minions here, and as a Fast Attack Choice, you can even buy an empty one and stuff it full of allied heretics if you feel like throwing out that FA slot. Issue here is that you've lost Dirge Casters (BOO! [Using Slaanesh tech in a Khorne army is the real boo]), Warpflame Gargoyles (Meh [It was too tzeentchy anyway]), and Destroyer Blades (Well enough. We need them cheap anyways). *'''Chaos [[Land Raider]]''': It's a Land Raider, you get everything that normally comes with it (without PotMS since you aren't loyalists). You get a solid way of delivering your squishy troops from one side of the table to an assault. Dedicated Transport for Terminators, but Heavy Support otherwise. Aside from that, all you can really do with it is be a fire magnet, and why would you waste that many points on a Blood Tithe? The loss of Dirge Casters means that your guys are doubly screwed if they don't make the assault because they're now sitting ducks. Alternative view, 3 Soul Grinders in HS slots and 2 lots of Termies with a Land Raider each will cause any opponent to rethink their tactics. Thats 20 AV 13/14 hull points and they can't kill all of that in 5 turns. ===Elite=== *'''Possessed''': These guys aren't quite as fab as the [[Crimson Slaughter]] update made them, but they've got some fun changes still. First off, they get BOTH Mark and Daemon of Khorne rules, which might explain the price bump (Used to be 29 points per unit with MoK, now they're a flat 30). This makes them VERY frightening to face in combat. Their mutations are also the same as they were in the codex, which is doubly nice when added to their bonuses. BUT pay Close attention to the wording from the Vessels of Chaos special rule on the Khorne Daemonkin Possesed: **"Vessels of Chaos: At the beginning of each Fight sub-phase, roll a D3 on the table below for each friendly Possessed unit that is locked in combat. The mutation affects every Possessed model in the unit and lasts for the rest of the game turn." **This means if you get the first player turn you can have multiple effects simultaneously! As the first effect you generate in the fight sub phase of your assault phase, this effect lasts until the end of the game turn meaning in your opponents fight sub phase you will generate a second effect and have two for that last phase !!! Also, it works if you're charged but you don't want that... **Some people have complained that the Slaughtercult's possessed tax is a pain and that the unit is generally over-priced, consider this a litmus test for people who are good at interpreting special rules. Two attacks base, Rage and Furious Charge base, Counter attack base, S5 base, and stacking mutations to possibly grant 2 additional attacks on second player turn if they were in combat beforehand? Given they can't benefit from stage 2 blood tithe, but all the more reason to give them +1A and FNP to turn these guys into the ultimate hammer unit. (Take note that Icon of Wrath is a 20 point investment in only +1 to combat res (You have fleet already) for a unit that when functioning optimally simply obliterates the opposing marine squad/vehicle with 11 armor before getting touched.) Not bad for 30 a model all-in. *'''Chaos Terminators''': They're still damnably expensive, but still benefit from their nebulous power weapon loadout. Since they're stuck with MoK, the best role for them is the anvil unit, deep-striking on the field and grabbing whatever they can to thin the herd and suck up an untimely assault. If you don't care about them surviving, you can throw in combi-weapons if you can spare the points just to make the Blood Tithe worth it. Chaos Terminators are a good unit for getting Blood Tithe points since they are solid at ranged combat due to their combi-weapons and are pretty nasty in close combat by the own and then Blood Tithe just further boosts their offensive powers. FnP Terminators? Furious Charge + Rage Terminators? 3 attack '''BASE''' Terminators? The world is your oyster. *'''Bloodcrushers''': They're still really shit here. Fearless doesn't help the fact that they only come with a 5++ daemon save and T4. So they die easily despite being Daemons. That being said; these guys are best when used within the formation since they gain +1 attack if they are outnumbered (which is most of the time) plus they can get another +1 attack from either Rage and/or the +1 Attack Blood Tithes which would give each Bloodcrusher 5 Strength 6 (daemons of khorne have furious change and these are base 5) AP3 attacks at WS5 on the charge, plus a Strength 5 HoW hit. Imagine that each Bloodcrusher is a Chapter Master with a jump pack and relic blade and you're actually not far off. Just be wary of ANYTHING Strength 8 or above since it will instant death them. If only Feel No Pain Blood Tithe worked against instant death! **The rules that prevented ICs from joining your daemon units are not found in this codex. Your CSM ICs (no mark/daemonic alignment restrictions in this codex), as well as the Chaos Lord from the Daemonkin Codex, can join this unit. So a Biker or Juggernaut IC could run at the fore in order to mitgate S8 shooting attacks. I still find this unit lacking. ===Fast Attack=== *'''[[Chaos Spawn]]''': They're still here, they still get random mutations each turn. Shove them ahead of the pack and they'll be the screens your team needs for a short while. And if they die, free Tithe! Excellent meatshields for your Juggerlord. *'''Flesh Hounds''': Arguably the most useful unit in the entire book. Their speed is a huge factor which allows them to quickly get into melee. They're just good skirmishing units, capable of covering ground quickly, messing with psykers, and ruining anything below MEQ. Again, you use them as mainstay combat units, (they don't need to only fill niche roles) they are insanely killy due their WS5 and Strength 5 attacks on the charge plus having a 5++ save and 2 wounds each makes them more survivable. **They also make good body guards for your Juggerlords and can confer scout upon characters. Run them in the GOREPACK formation to make them even stronger. **Heads up - Since so many players use them now, Chaos Warhounds are something of an unofficial proxy model for Flesh Hounds of Khorne. Which is a good thing, since the actual hounds themselves are failcast, and expensive as fuck to boot. A box of Chaos Warhounds costs a little more than half what a box of FH does, and the models are plastic, more dynamic and actually look like hounds. You're going to have to get them 50mm bases, though. *'''[[Raptors]]''': These guys are reasonably priced, efficient at what they do, and versatile in fighting up close. The issue here is that, like all Chaos Marines, they lack VotLW, and thus are very vulnerable if they lose combat. Shoot to close the distance, then charge to make the most of your team. Since Khorne Daemonkin allows you to get Feel No Pain without paying an arm and a leg to get it, Raptors are much stronger than they are in Codex:CSM, furthermore yet again the +1 attack Blood Tithe will help these guys deal with the lack of VotlW. **Though not quite as good as bikes, these dudes are solid as tank-hunters as they can take two meltaguns in a 5 man squad. Not that expensive and quite mobile. *'''[[Warp Talons]]''': Now these guys got something of a new lease by merging with Daemons. See, like Possessed, they also benefit from both the Mark and Daemon of Khorne rules, and thus can now benefit from any Banners and Instruments that you put on the field. The issue with this is that they suffer from the whole "Can't assault after DS" bullshit, and thus will more likely end up just adding to your Blood Tithe. Hounds can do this for cheaper, but these guys have durability and a bonus punch. They are also quite a good drop pod defence: they are fast enough to get into melee easily, can mince anything coming out of a drop pod, and if the drop pod units target them they will take quite a bit of fire away from your big killy squishier units. **Jump Packs give them deep strike, so as daemons of Khorne, they won't scatter if they land within 6" of a Banner of Blood. **Unit lacks Frag and Krak Grenades, so is very reliant on Skull Kannons to be able to assault through cover in initaitive order. *'''Chaos Bikers''': These guys represent a fine balance between ranged firepower and melee power. On one hand, you can give two bikers both a special weapon and their TL bolter and still have their bolt pistols to bail them out of combat. On the other hand, you can keep your CCW and pistol and gain that extra attack on top of Rage and provide plenty of punch where you need it. Bring a pack just in case you decide to make your Lord a biker. Chaos Bikers are your bread and butter simply because the Gorepack is a good formation to start with due to the massive buffs it brings. Chaos Bikers give you some solid ranged firepower and large melee prowess backed up with Str4 HoW with Shred and the large amounts of attacks they bring for a low low price! *'''[[Heldrake]]''': Everyone's favorite murderous turkey, here to bring that Gorgonzola to the field. Sure, it's a shadow of its supreme cheesemeister days, but it can still bring a good fight with its S7 Vector Striking and the option between the Hades Autocannon and Baleflamer. Oh, and it's also a Daemon of Khorne, which would be completely forgettable EXCEPT that this means that it can benefit from Icons, Loci, and Instruments your daemons bring along. ===Heavy Support=== '''PRO-TIP''' Any of your vehicle with the "Blood for the Blood God" rule benefits from blood tithe bonuses. Enjoy your ''Rage/Furious Charge'' or ''+1A'' or ''AW'' on your Helbrute/Maulerfiend/Forgefiend/Soulgrinder. *'''[[Defiler]]''': Honestly, you have other vehicles to cover what this does. Soul Grinders are just as versatile, if not moreso in combat and at range for a lower price, the Dinobots are specialists bar none, and the Skull Cannon can actually synergize with units without grenades. **Longest Range unit in the codex. Even has 12" on the Lord of Skull's longest range. Probably not what you are looking for in a melee army, but that's what this model brings to the table. More impressive in Apocalypse and other games with will larger than normal table size. *'''[[Helbrute]]''': The first glaring error: No Khorne dedication, which would have been phenomenal if paired with the Power Scourge. It's still very iffy as a ranged support unit, and if you're buying this for that role, you've wasted your time. Consider buying a formation instead to bring in some brutes. A cheap and overall decent purchase for 110pts is a Helbrute with two Fists with Combi-Bolters. Only firing off 2 Bolter shots per turn but if you cause the Helbrute to fire its weapons twice then it will fire four bolters. This build really comes to shine when within 12" of an enemy unit since; 1) It's getting close to melee range 2) its shots double. If you get Fire Frenzy within 12" of an enemy unit then I hope they enjoy 8 Twin Linked bolter shots! **An errata was released recently bumping Helbrutes up to 4 attacks base to match their Loyalist cousins. Go rip and tear in the name of the Blood God! *'''[[Forgefiend]]''': These are the Dinobots you want to lay down fire support. They still get their Hades Autocannons or their Ectoplasma cannons, and that's still boss. The issue is that it got a 5 point tax on it for getting Daemon of Khorne, a rule that's pretty much wasted on this. Saying all that, in an army entirely melee, these little devils will cause untold devestation upon your enemy for a pretty decent price and on a surprisingly tough body (the 5++ and IWND really does help counter it's only 12/12/10). *'''[[Maulerfiend]]''': The Daemon of Khorne rule sadly doesn't really do anything for the maulerfiend, as it already strikes at strength 10 with its power fists. So if you already were not sure about taking them before, the price hike gives you less incentive the use them here too. Lasher Tendrils are more for managing MCs and Walkers by limiting their attack output, but you have better (and cheaper) alternatives for that goal. *'''[[Soul Grinder]]''': The guns are what you want it for. If you're unable to fit in a Drake (And what the hell were you doing to get that far?), this guy's able to take plenty of guns. Sure, it's got Daemon of Khorne, but that's pretty useless when you have a Power Fist stock and have to buy a weapon just to let Furious Charge be useful for something (Aside from a bonus attack and Master-Crafted). Though the additional weapon on a 13 front armor walker that already ignores shaken/stunned on a 2+ turns it into a very reliable cyber demon analogue. Rip and tear indeed. *'''[[Skull Cannon]]''': This is your prime tool for ignoring cover, both for you and for your team. Anyone who charges a unit hit from the cannon can now charge through terrain at initiative. Oh, and on top of that, you're a chariot and can make some vicious hits on the charge with your two Bloodletters and D6 S7 HoW hits. That slick gorefeast rule also means that, when assaulting, your vicious HoW might replenish some hull points. *'''Blood Slaughterers (FW)''': Khornates really need to get more creative with their naming. Anyway, the Blood Slaughterer is a Daemon Engine equivalent of a Dreadnought, and can lay down some serious hurt. They come stock with two Dreadnought close combat weapons, giving them 4 S10 AP2 attacks at WS5 and I4, and get +d3 attacks on the turn they charge, plus Rampage. This could mean with lucky rolling 10 attacks on the charge! It can deep strike and has a fairly small base, making it relatively to place in enemy lines, and can benefit from Banners. The downside is you must move toward the nearest enemy unit in LOS, and charge it. Once you inevitably tear through whatever you charge, you must consolidate toward the nearest enemy unit. ===Lord of War=== *'''Lord of Skulls''': The monster returns. 888 Points of tanky dick-gun horror. It can Thunderblitz instead of stomp, it gains attacks for each HP it loses (And keeps gaining attacks until it gets 10 attacks) and it has both an S8 AP3 Hellstorm gun and a Heavy 12 S8 AP3 gatling gun with Pinning alongside it's unholy D AP1 cleaver. The Hellstorm can either become S9 Gets Hot and ID or become an S7 AP2 Large Blast, while the Gatling can become an S9 AP3 Apoc Blast which forces re-rolls on Armor saves. It WILL destroy whatever it's up against, no contest. Beware though, it's nearly 900 points (over it with upgrades) and only has 9 Hull points. *'''Samus, Daemon Prince of the Ruinstorm (Forge World)''': The first model you can explicitly take from FW. Alongside the basic Daemonkin stuff (Daemon or Khorne, Fearless, Deep Strike), he also gets IWND, S/T 7, 6 Wounds, Hatred (Infantry), Adamantium Will, Fleet and must come in from Deepstrike Reserves. He's only armed with an AP2 CCW with Murderous Strike (ID on a 6 to wound) and Armourbane, but his fun isn't in combat. See, once a character (yours or theirs) dies (before Samus is in play) you place a marker anywhere within 3" of the spot they died. Samus can elect to land on one of those markers without scattering (still has to be 1" away from enemies and needs to be enough room for the model). This means that, potentially, he can double-team if you decide to use Kor'lath or use the Blood Tithe to summon a Thirster/Prince. In addition, Samus triggers other sorts of fuckery just by being in your army: Your enemy takes -1 from all reserves even if he isn't in play (and any Ongoing Reserves fail to come back on a roll of 1), any blessings used by either side cost an additional Warp Charge (Which means that they'll have to think even harder about casting Hammerhand or Prescience or something lest you deny them and waste those points) and he forces anyone charging him (and testing Fear) or in combat with him to halve their Leadership unless they're Stubborn or Fearless. *'''Kytan Daemon Engine of Khorne (Forge World):''' The Khornate answer to Imperial Knights. At 525 points, it comes with Daemon, Daemonforge, Fleet, Crusader, IWND, Rage, Unstoppable Slaughter (If its Kytan Gatling Gun, 48" S8 AP3 Heavy 8 and Pinning, destroys something in the Shooting Phase, it may charge something else), and all the Super-Heavy Walker rules. It also has a Great Cleaver of Khorne like the LoS for the unholy D. It explicitly says it has BftBG if it is included in a Khorne Daemonkin detachment, which is a nice touch! [http://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/Warhammer_40000/Kytan_Daemon_Engine_of_Khorne.pdf See rules here] *'''Chaos Knight Paladin/Errant (Forge World):''' The more explicit Imperial knight cross-overs have to take the Daemon Knight of Khorne upgrade, but it's still quite a force to be reckoned with (and arguably the best dedication they could have taken anyway). The Paladin clocks in at 375 and carries a Foe-Reaper chainsword, rapid-fire battle cannon, two heavy stubbers, and an ion shield. Errant sacrifices a heavy stubber and exchanges the rapid-fire battle cannon for a thermal cannon in its stead. They can take dirge casters for 5 points which is nice, but the real reason you want this unit is +D3 attacks on the charge, rerolling stomps, and a strength D close combat weapon that adds +1 to the chart against monstrous and gigantic creatures. Also, explicitly granted BftBG in Daemonkin detachments. ===A quick word on Forgeworld units=== According to an e-mail based FAQ from Forge World; the only units allowed to be taken within a Khorne Daemonkin army is '''ANY''' unit that either has the option the Mark of Khorne, Daemon of Khorne or Dedication of Khorne and '''MUST''' purchase these upgrades. By the sound of things Forge World are currently in the progress of supplying Khorne Daemonkin with Forge World units (i.e: adding them into current formations, give them all the BFTBG special rule etc). The following units that are allowed: *Ferrum Infernus Chaos Dreadnought with Dedication of Khorne (Elite) *Chaos Contemptor Dreadnought with Dedication of Khorne (Elite) *Greater Brass Scorpion of Khorne (Lord of War) *Blood Slaughterer of Khorne (Heavy Support) *Chaos Decimator Siege Engine with Dedication of Khorne (Elite) *Chaos Reaver Titan with Daemon Titan of Khorne (Lord of War) *Chaos Warhound Titan with Daemon Titan of Khorne (Lord of War) *An'ggrath the Unbound (Lord of War) *Khorne World Eaters Terminator Lord Zhufor (HQ) *Uraka 'The Warfiend' (HQ) *Spined Chaos Beast with Daemon of Khorne (Elite) *Kytan Daemon Engine of Khorne (Lord of War) *Chaos Knight Paladin/Errant with Daemon Knight of Khorne (Lord of War)
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