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Warhammer 40,000/7th Edition Tactics/Chaos Daemons
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===Nurgle=== ====Warlord Traits==== #'''Blessed with Corpulence:''' Gain +1 wound. Hilarious since it can stack with the Corpulence Greater Reward for a 9-wound GUO. #'''Acidic Ichor:''' Enemy units in close combat with Warlord take a S1 AP2 Poisoned (4+) auto-hit every time the warlord loses a wound. Nice protection in challenges. #'''Plaguefly Hive:''' Enemy units can only snap fire at Warlord and his unit, if they are within 7". Makes a great distraction as enemy hits so much less, has a tough time even denting T7 (T10 with Iron Arm or Nurgle Discipline). Brokenly good on a herald in a drone bus. #'''Virulent Touch:''' If a model takes an unsaved wound from Warlord in the Assault phase, must pass a toughness test or lose a wound with no armor saves allowed. #'''Impenetrable Hide:''' [[Awesome|Feel No Pain, or +1 to FNP if they have it already.]] If you got Endurance, or rolled the 4+ FNP greater reward, your opponent will bitterly weep. #'''Miasma of Pestilence:''' Any units within 7" of warlord that suffer unsaved wounds take additional D6 Poisoned (5+) Ignores Cover wounds. ====Relics==== *'''Grotti the Nurgling:''' A little pet for Nurgle HQs, 40 points. All non-Daemon of Nurgle units within 6" of the bearer (friend or foe) have their toughness reduced by 1. Combine with Plague Flail and Epidemia and Biomancy's weakness for awesome pew pew. *'''Corruption:''' 25 points, only for Nurgle HQs as well. Unusually, this melee weapon has no Strength rating of its own. Instead, it always wounds on a successful To Hit and uses the user's strength for ID and armor penetration purposes. While its AP- may seem like an issue against vehicles, it always glances on a 6 so you may still get lucky with it. So on an MC, it's auto wounding with AP 2? **'''Alternate Take:''' This is not worthless but not good at all, for 20 points you can have a Balesword instead, with Instant Death and poison 4+, which becomes even better when you realise that a DP Insta kills T4 models on 2's with rerolls and T5 models on 3's with rerolls, after that never worse than a 4. *'''Horn of Nurgle's Rot:''' 35 points, DPs and Heralds only. After resolving close combat attacks, one Plaguebearer unit within 12" of the bearer gain another model for every model that was slain by the bearer. The new models must be in coherency and follow the normal positioning rules. *'''Epidemia:''' 20 points, GUOs only. An S+1 AP- melee weapon that forces the units of models removed by its attacks to pass a toughness test or suffer an additional wound. *'''The Doomsday Bell:''' 30 points, Heralds only. Counts as an Instrument of Chaos and inflicts a -1 Ld penalty as long as the bearer is on the field. Combine with Slaanesh psychic powers for best results. *'''Death's Head of Duke Olaks:''' 15 points, Heralds only. S1 AP4 with Large Blast, Assault 1, Poison (2+), and One Use Only. Basically a blight grenade on steroids. ====Psychic Powers of Plague==== *'''Primaris: Stream of Corruption''' - WC1. An AP 3 template with poison 4+, it's a pretty nifty power. Anything shy of a terminator is going to at least take a dent from this. *'''Debilitating Distention''' - WC1 Malediction which stops a target unit within 24" from Running, performing Sweeping Advances, or firing Overwatch. Neuter an enemy unit with a temporary Slow and Purposeful? Yes, please! *'''Plague Wind''' - WC1. 12" AP2 poison 4+ large blast, this WILL dent anything, including terminators. The poison 4+ does mean there's only a 50/50 chance of wounding, but the AP2 makes it better than trying to hit them with your swords. *'''Miasma of Pestilence'''- WC1. A BLESSING, important note, that targets the caster. Any enemy models in close combat with him or his unit suffer a D3 penalty to weapon skill and initiative. Cast this just before your herald and ONLY your herald gets stuck in, (A greater daemon/prince will usually do without this buff unless he's facing something equally tough) and you have better things to spend your warp charges on. *'''Rancid Visitation''' - WC2. A 12" nova, all units have to pass a toughness test or suffer a wound with no armor or cover allowed, then it has to pass ANOTHER test if it suffered a wound or suffer more wounds until it passes. This one is warp charge 2, and for a good reason. This thing is nasty if used right, combine with something to nerf toughness to make this a true monster. *'''Final Decomposition''' - WC2, 12" Focused Witchfire. Instead of rolling to wound, opponent must roll the dice, if result is higher than number of Wounds remained, the model takes an AP2 Instant Death auto-wound. *'''Putrescent Vitality''' - WC1, WC2, or WC3. Blessing which gives +1 toughness to a Daemon of Nurgle Unit within 24" for each warp charge level you picked when you cast it. No getting lucky and then upping it to +2T or +3T, you have to decide the level beforehand. Iron Arm is better as a personal power for Daemon Princes or GUO, but this can target anything other than the Psyker. So T7 Plaguebearers, or allow Nurglings to overcome stupid T3 Instant Death shenanigans. In all, got an even more awesome boost with Curse of the Wulfen. Without a doubt the best discipline to roll on. 1 massively OP buff (Putrescent Vitality), and several powers to neuter/cripple enemy units to make them easy pickings in close combat. Also the witchfires laugh at anything in Power Armor or Terminator Armor.
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