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====Named Characters==== <tabs> <tab name="Unaligned"> *'''[[Be'lakor|Be'lakor the Dark Master]]''': 520 pts. The First Daemon Prince has a bit of a change. He has grown in size. While he's still really good at resisting shooting and morale-breaking, while his blade can chop through armour like it's nothing, what's changed is his magic. See, he now has Loremaster in his own lore of not-quite Shadow that's a mix between blasting and debuffing. Especially handy is the spell that instantly forces a panic check, which he can then milk for some extra channeling die. </tab> <tab name="Khorne"> *'''[[Skarbrand|Skarbrand, the Exiled One]]''' 510 pts. for the angriest sonuva bitch of a Bloodthirster ever! He also has three stats maxed out to WS10 I9 while bypassing armour and getting +1A with his axes. He also has S5 breath weapon while bestowing friendly and non-friendly units with hatred and is frenzied himself. Keep in mind that, unlike other bloodthirsters, Skarbrand does not fly so that he will attract all sorts of fire without fail. *'''[[Mazarall The Butcher]]:''' 430pts. A Demon Prince of Khorne Lord that's more like a lesser Bloodthirster (same price too). He is more defensible with light armour, shield MR(3), while offensively has Impact hits(D3) and fires S4 multishot(D6). in addition, at the start of combat, he gives a lesser Aura of Fury to only one unit. He permanently gains +1 attack on a roll of 6 for each model killed at its end. Alternative pick if you want your Khornenate leader to play more defensive, then go the normal aggressive with a naked Bloodthirster of the same price. *'''[[Skaarac The Bloodborn]]:''' 280pts. Similar in power to a Demon Prince of Khorne that is also a monster. 12" aura of Khorne Daemons re-roll failed charges and -1 for wizard casting. For offense, in addition to stomps, he makes 6 S6 attacks that have a 1/6 chance to heal for each wound inflicted, a Breath attack that ignores armour, and he will explode on death. Overall, a walking machine of death is expected of all Daemonic heroes of Khorn. *'''[[Skulltaker]]:''' 215 pts. RAPE INCARNATE! Essentially a herald of Khorne with a Lesser Locus, a WS and I of 9, flaming attacks, magic resistance, a 3+ natural armour save, and heroic killing blow in duels (which you will throw him in because he can't refuse any)! Great for hiding in a unit of Bloodletters or Bloodcrushers - watch out for those always strikes first characters and dragonhelm/dragon armour. They can still fuck him up. * '''[[Karanak|Karanak, Hound of Vengeance]]:''' 230pts. Born & bred to rape wizards. Can nominate one character before battle to re-roll to hit and wound against with his 4 S5 I6 attacks at WS7. His special toy is a brass collar (see Flesh Hounds) that causes a S10 hit against any wizard within 12" before they get bent over by their miscast roll. He also gives his unit frenzy. However, you're going to pay for all of this since Karanak costs twice what you would pay for a bare-bones generic herald. Is he worth it? Ask yourself two questions: is your opponent undead, or does he have pointed ears? If you answered yes to either laugh as Karanak takes a chunk out of Teclis'/vampire general's/hierophant's crotch. </tab> <tab name="Tzeentch"> *'''[[Kairos Fateweaver]]:''' 445 pts. for one of the greatest magic users in the game - seriously, even compared to Slann! He's a level 4 wizard that knows no less than 15 spells that you may CHOOSE, not roll for. YOU CHOOSE which spells you want before the game begins. You get 4 from Life, Metal, Light, and Heavens; 4 from Death, Beasts, Shadow, and fire; and all spells from Lore of Tzeentch. The only problem is you have to choose each turn which set you're using, though you always have Tzeentch. His stat line is god-awful for his cost, apart from a 4++ ward save (coupled with a spell or two from the Lore of Life, this can make him extremely hard to kill), but you're taking this guy for the magic phase rape. *'''[[Amon 'Chakai]]:''' 600pts. Named Lord of Change. Level 4 loremaster of Tzeentch or any Core Lores. Why you take him is his The Hand of Destiny ability which causes all Melee or Shooting attacks against a chosen model to auto-hit. Sentences to death the most important character and monsters that don't have absurd layers of defense. *'''[[The Blue Scribes]]:''' 80pts. A tougher herald that randomly generates bound spells from any core lore you pick. Cheap but Not worth it for a proper game. * '''[[Changeling|The Changeling]]:''' 155pts. A special character that can shore up the lack of close combat ability in a squad of horrors. A herald with -1A and Van Horstman's Speculum, he copies the stats (WS, S, T, I and A but not wounds, so be careful) of an enemy in base contact/a challenge, which sounds cool, but that's before remembering his little two Wounds. With the Locus of Transmogrification, you have a chance of being stronger than the model you're imitating, and while the shapeshifting offsets the risk of being useless that turn, you're still not getting any better rules, and your Horrors will still hate you for rolling like shit. </tab> <tab name="Nurgle"> *'''[[Ku'Gath|Ku'gath, the Plaguefather]]:''' 510 pts. for a nigh-indestructible monstrous, stone-thrower with S5 ignores armour, and a misfire means no shots that turn. He also rides a Palanquin of Nurglings, but the cool feature is, again, the fact that he hurls Nurglings fit to burst from sucking his fatass off! It can effectively neutralize war machines that would otherwise be shooting at him. *'''[[Rotigus]]:''' 600pts. A named Great Unclean one. He is a 3 Nurgle wizard lord with a propensity to inflict mass damage to all enemies near his massive girth. He gets an additional 5+ Regen that inflicts wound with each successful save on top of being an already tanky Unclean one. He shoots all enemies with 6" with D3 S4 hits and Knows a bound spell that inflicts D6 Str 3 hits that ignore armour to D6 enemy units within 24". Don't forget the Extreme Contagion that comes with every Great Unclean one. He is running into combat, casting spells of plague and defenses bolstering as his bloat gradually disintegrates nearby enemy. *'''[[Epidemius]]:''' 225pts. The Nurgle version of Skulltaker, with T5, virulence locus, gives continuous buffs to Nurgle units in your army. Pretty sweet if you have the points to spare and essential if playing an all-Nurgle army. You may want to think about buying the Kazyk the Befouled model to use instead of the Epidemius one. It looks better and, even though it's Forgeworld, is actually cheaper than the GW Epi model! *'''[[Horticulous Slimux]]:''' 320pts. Your slug-rider Herald works more as a buff node for your Nurgle hordes. Not only does he have the fecundity locus, but he also gives a 6+ regen to units within 8" as compensation for being unable to join any unit and places a venom thicket within 3" of him. He's also good with Beasts, letting them re-roll charges and 1s to hit while within 8" of him. </tab> <tab name="Slaanesh"> *'''[[Shalaxi Helbane]]''': 555 pts. Though titanic, Shalaxi is the best challenger you have in your army. Thanks to its buckler, it has a demented M10 and MR(1). In combat, it not only possesses HKB, but it forces enemies in close combat to take -1 attack on top of Sensual Barrage and forces enemies to accept any challenges issued or take hits for being cowards. And if anyone tries charging Shalaxi? Well, that HKB weapon is a spear, so hello, surprise stabbing! Shalaxi challenging you is a death sentence, so keep those Skavenslaves and Gobbos handy. *'''[[N'Kari]]:''' 630 pts. The original named Keeper of secrets, if not only mentioned in passing, getting upstaged by a Slaanesh Herald, and only got the spotlight by being in TWW3. Given the modern keeper took powers from thier kit, N'Kari is armed with the Witstealer Sword and some gifts, with the standout being them having +1 to hit enemies in CC. *'''[[Synessa]]:''' 495pts. Port from AOS, one of the twin chosen children of Slaanesh. Stated like a Monsterous Daemon Prince, Synessa is The Voice of Slaanesh, a caster lord that all that see them may use her Leadership if Friendly (mainly only fellow Slaanesh) or hex all regardless of range if they are enemies. Being a level 4 lore master makes this a deadly combo, and her unique Whispers of Doubt makes characters +1 to hit in melee if they fail the leadership test. The Staff of Slaanesh is a bound spell that will waste 2d6 low armor chumps. Synessa is a powerful support piece but only has a -1 to hit, daemon saves, and demi-monster stats for protection, so it is better to use that fly to keep them behind a massive mountain and ensure Acquiescence goes off when they're not. *'''[[Azazel]]:''' 425pts. a Demon Prince of Slaanesh. A flyer that has Terror special rule and inflicts an -1 penalty to Leadership to combo with that maneuverability, and characters are more likely to fail Pavane of Slaanesh and Temptator. He could do solo flanking with his Ward(+4) and Soporific Musk for additional protection. Offensive with Temptator and a sword that ignores Ignores Armour Saves. He is the lord you could send in solo to proc routs with a few kills with his sword quickly. *'''[[Dexcessa]]:''' 395pts. The dancer of the AOS twins is about rushing into favorable battles. a Daemon Prince with only -1 to hit for protection. They fly into favorable combat matchups, making +1 more attacks each consecutive round of close combat she is committed to, and able to make a Random Move(3d6) disengage before rolling break tests in case they don't want to stay in that one or wish to leapfrog to a different one. *'''[[Syll'Esske]]:''' 350pts. Oh dear, jeez, look at an absolute monster. Though relatively fragile at T5 and 4 Wounds, they dish out an absolute flurry of pain. The two are mobile with the ability to re-roll charge and pursuit rolls. They allow friendly Slaanesh daemons within 18" to re-roll 1s to hit and force one enemy character to roll psychology or be barred from sharing Leadership, which can cripple certain armies. And then there's combat, where Syll robs an attack from enemies in b2b and strikes at S4, while Esske hauls his greatweapon that re-rolls to hit for each hit Syll scores, and then auto-wounds, ignoring both Toughness and Armor. If you grab this pair, keep them as far away from any artillery as possible or hide behind a Great Unclean One. *'''[[The Masque|The Masque of Slaanesh]]:''' 180 pts. Although better than her 40K incarnation, she can now join units. She is pretty good in close combat with her unnatural reflexes(Ward(3+)) and awesome at disrupting units with her eternal dance: Causing one unit to at the start of cc to lose -1 attack, -D3 Initiative, -D3 Leadership. </tab> </tabs>
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