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Warhammer 40,000/8th Edition Tactics/Chaos Daemons
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====<span style="color:#8b0000;">Stratagems</span>==== *'''Banner of Blood (1CP):''' {{W40kKeyword|Khorne}} model with an icon gets it upgraded to a Banner of Blood. You get all the same bonuses and the unit can, once per game, roll 3d6 when making a charge. Remember that you can only declare a charge if you are within 12" so this only makes charges more likely to happen, not longer. Hang on there: just because you can only declare a charge on units within 12 inches doesn't mean you can't move BEYOND 12 inches. Declare a charge on what you can, and then move your full distance rolled! Note to this note: you can't attack anything you didn't declare a charge against, but you can still lock it in combat. This is especially key against units armed with flamers since you want to tie them up without actually charging them. **NOTE: the upgrade happens before the game starts so remember to keep your banner bearer safe since your opponent will know it's coming. *'''Locus of Wrath (2CP):''' Use before a fight phase of a {{W40kKeyword|Khorne}} character. re-roll all to hits for {{W40kKeyword|Khorne}} units within 6" of that character. Not bad, but being near a Daemon Prince already does half of this and for free. Still good when not near a Prince, but don't use on overkill. *'''Frenetic Bloodlust (3CP):''' use at the end of any fight phase. A {{W40kKeyword|Khorne}} {{W40kKeyword|Daemon}} unit can fight again. Great for your Bloodletter Bomb or giant Flesh Hound unit that wants the extra pile in + consolidate move on top of the extra attacks. *'''Exalted Bloodthirster <sup>Engine War</sup>(1CP):''' Makes Greater daemons worth playing and Adaptable. Before battle A {{W40kKeyword|Bloodthirster}} becomes {{W40kKeyword|Exalted}} and can pick one of 6 additional abilities or randomly gain 2. Unfortunately, multiple Exalted daemons can only gain the same ability if rolled for. *#'''Hellfire-wrought Armour:''' Gain a 2+SV. Makes it hard for weapons that are not Lascannons to hurt you. Still needs Blood-blessed if you have a prayer you live past turn 1. *#'''Blood-blessed:''' can't lose more then 8 wounds in a phase. Bloodthirster weakness was getting shoot down the first turn, now you have 2 whole turns to work with (assuming they can inflict 8 wounds a phase and you don't regen). *#'''Arch-murderer:''' +1 damage on its weapons. *#'''Slaughterborn:''' when Charging, is charged or perform a heroic intervention, gain +1 Strength and attacks until the end of next fight phase. Stacks with Unstoppable Ferocity for +2 Strength and attack. *#'''Rage Unchained:''' Double your wounds for the damage table. Degrading stats were always a bane to monsters. *#'''Unrivaled Battle-lust:''' +2" to charge rolls and 6" Heroic Intervention. Getting to a fight is ways important to a melee lord. *'''Rage Eternal <sup>Engine War</sup>(3CP):''' for each {{W40kKeyword|Bloodletter Infantry}} model in a unit that is destroyed in the fight phase, on 4+ roll, they are not removed until after attacker is done and that can attack them regardless of range. *'''Brass Stampede <sup>Engine War</sup>(1CP):''' when {{W40kKeyword|Bloodletter Cavalry}} finishers a charge move, one enemy takes a MW on a 2+ or D3 on 6s for each charging model, and if the MW kill the unit, then charge a new unit. *'''The Scent of Blood <sup>Engine War</sup>(1CP):''' a {{W40kKeyword|Flesh Hounds}} unit can Advance & Charge plus +2 to charge roll if non-{{W40kKeyword|Vehicles}} enemy models were destroyed this turn (Presumably from a Skull Cannon, mind bullets, or CSM bolsters). *'''Bound in Brass and Bone <sup>Engine War</sup>(1CP):''' When attacked, a {{W40kKeyword|Bloodletter Chariot}} unit takes half the damage.
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