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The 9th Age/Tactics/Daemon Legions
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===Characters=== *''' Harbinger of Father Chaos:''' 160pts. your cheapest hero and can be Battle Standard Bearer (No banner enchantments though, you have Manifestations for that. The best you get is mitigating crumbling). Sets a precedent with 160pts, Def5 Aeg(4+) Att3 Off/Str5 AP2 Agi5. It can take Manifestations of Father Chaos and those available to your General, and can also pick up any Magic Path demons can learn (Divination, Evocation, Thaumaturgy, Witchcraft). **Harbingers are best used to give another unit in your army a Guiding Manifestation. *'''Kuulima’s Deceiver:''' 345pts. Has the cheapest base of the greater demons. its Only standard size and its stats comparable to other Factions top leaders. It knows one spell from each Path it knows as well as the Attribute thanks to Protean Magic. Its special ability ''Know Thyself'' allows it to add the highest attack value on each model it is in base contact with and add their Attack value to its own, making it more of an Anti-Elite-Unit Character (Hero bunkers Beware). Its Dominion Grants +2 Off against models that are armed with a CC Weapon other than a hand weapon. **Add Piercing Spike and Venom Sacs + other Manifestation and it can take out Elites and Monsters. *'''Maw of Akaan:''' 570pts. A giant bag of HP and teeth. Not the most offensive or defensive deamon but a mix with a healing ability. Has 5+ Fortitude save and an Aegis against magic (make him weak to normal Fire). His Dominion gives a reroll to melee wound rolls of 1. Your going to lose more HP then gain them but the Maws require a balancing act of killing models to keep its health up, but not enough for it to explode into toxic attacks (at least not when you don't want it to, especially if you placed heavy point investment into it). *'''Miser of Sugulag:''' 630pts. Although he has a move of 7/14", He is the tank Daemon, Def6, Res7, being the only demon that wears Plate armor, which lowers Ap based on Veil tokes and also halves Multiple Wounds. Cannons only annoy him, which helps because he has no way to avoid them and lacks a mount to help reach them. The Miser Is Going to last as long as the dice don't conspire against him. His Dominion Gives a unit +2 Def if they are fighting a Scoring unit. **Winning with a Miser is having a Wizard Master general stand in the middle of your formation and not die. *'''Courtesan of Cibaresh:''' 530pts. The Flanking monster. Hard to hit and Faster than an Elven horse, with an aura that lowers enemy Discipline when taking Combat Reform tests by -2. When attacking the Flank or Rear Facing its 6 attacks become Area(1x5) but its strength and AP decreases to 3 and 2 respectively (coming out to 30 Off7 Str3 Ap2 Agi7 attacks). Dominion grants Strider and the affected unit also Rerolls failed flanking charges. **Courtesan's favored prey is soft Infantry blobs because of their lower protection and their bigger R&Fs. *'''Omen of Savar:''' 510pts. A solitary Dualist lord. Has a Def7 and a weak Aeg expect against Magic attack(An attribute most melee Characters have), giving a 4+. It has a quirk that its Att and Off are random with an average of Att 5.5 and Off 8.5. It also must issue a Duel whenever possible but Gain Lethal Strike and Multiple Wounds (2) while dueling. Its Dominion Grants a Reroll to failed Discipline Tests. **Pairs well with Living Shield, Brimstone Secretions, and Hammer Hand. *'''Sentinel of Nukuja:''' 685pts. The cheapest Master Wizard with a crush attack and lets can see your next Flux card before anyone moves each turn. Although they must be given a Dark Pulpit or become a Giant with wings (Faster, a little harder to kill, lets you shoot over most things), its preferable to find an Ideal parking spot so they can spend the rest of the game giving you discount Magic Dice from Siphoning the veil and throw out spells. Their Dominion Gives an Aegis against Special Attacks, granting near immunity to ogre attacks. *'''Vanadra’s Scourge:''' 730pts. A melee blender with aegis against melee weapons. they basically have a Great weapon with high Off, Str, AP + Battle Focus and Giant's Rage. Their Dominion causes a unit and what it attacks to lose Parry. Spectral Blades is a good spell to have on a Scourges, helps drive that ax further into that giant's head. **rule can be mixed as it will die quickly and it's designed to lay Large things (which will quickly die) but can be middling after that. **Base Agility ZERO, so really benefits from Dextrous Tentacles so it can swing before great weapons. ====Character Mounts==== *'''Great Beast of Prophecy:''' A scary Harbinger monster mount with Resistance 5 and strong attacks. It can also take flying, but doing so sacrifices its armor. Usually, it will be seen running with Brazen Beasts to give them a Guiding Manifestation. *'''Pale Horse:''' Provides Harbingers the same steed that Sirens ride, letting them ride with them, or just give the Harbingers more mobility. Uniquely, these horses can flee despite having Fearless, allowing you to pick and choose which fights you want to take on. *'''Burning Wheel:''' Gives a flying platform and Vanguard to a Harbinger. Unfortunately, being a Construct means that there aren't any units to group up with, meaning often they'll be casting a spell or two before getting blasted out of the sky by a cannon. *'''Dark Pulpit:''' A platform, in exchange for an increased base size and Tall (dose let your wizard shoot over Standard units but they also can hit you), Harbingers gains +1 HP and Arm plus 4 Off 4 Str5 attacks. **make Characters harder to wound and expand the R&F unit's footprint. *'''Throne of Overwhelming Splendour:''' Gives the Omen of Savar a flying chariot and lets it increase its sides Combat score by +1 for each Duelist it had killed. Good Idea to kit them out with attack and defensive manifestations to make the Omen a super dualist.
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