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==Special Rules, Warp Storms and other FUN<font size=5>*</font> stuff== The new rulebook added a lot of new general stuff to this old codex. Shall we take a look? *'''Daemonic Instability:''' Most Daemons now have this special rule. As stated above it's basically Fearless, but if you lose an assault you must pass a Leadership test or take wounds, like the old No Retreat. As an additional twist, a double 6 will completely wipe out the unit, but a double 1 '''will bring back all daemons that died that phase.''' **Side note: Daemons who take wounds from this Special Rule do not get saves of any kind, but models with Feel No Pain may still take their Feel No Pain roll against this. *'''Daemonic Alignment:''' As any neckbeard worth his salt knows, Daemons are aligned with one of the Four Big Bads, giving them some nice boons and defining which weapons, psychic powers and daemonic gifts they can take: **Daemons of Khorne have Furious Charge and hate Slaaneshi daemons. Also their chariots' Hammer of Wrath hits count as Strength 7 (this works for the Skull Cannon too!). Daemonettes make them feel inadequate, so Hatred is a given. **Daemons of Tzeentch have +3 Leadership on Psychic tests (for now up to a maximum of ten unless they FAQ it, but who cares? Psychic tests aren't on Ld anymore) and reroll saving throws of 1. They hate Nurglings. **Daemons of Nurgle have Slow and Purposeful, Shrouded, and defensive grenades. They don't like Tzeentchians. **Daemons of Slaanesh get Fleet, Rending melee attacks, and can Run or Flat-out 3" (6" if Cavalry) farther. They hate Khorne. *'''Icon of Chaos:''' It works just like before....but better! (+1 Combat resolution and no Deep Strike Scatter within 6") it only works with Daemons of the same alignment, but works immediately upon arriving on the table! So precision Deep Strike away! Servants of the other gods still scatter, albeit only d6" (does it work for CSM daemons with no mark?), but since you don't need to wait a turn anymore for icons it's WELL worth the trade off. Also, now you can buy god-specific icons with a special effect usable once per game: **Banner of Blood: Unit charges 6+d6", instead of 2d6". Handy to guarantee that critical charge. **Blasted Standard: This is only available to Pink Horrors and is immediately before making a shooting attack (including Overwatch) or attempting to manifest a Witchfire. Any unit hit by the subsequent attack takes an additional 2d6 S4 AP- hits, on top of the normal hits it takes. By itself, this is fairly underwhelming, yet it can be more powerful than it appears; the Lore of Change has one Beam and an anti-infantry Nova, and hitting even two units means an average of 7 more armor saves for a Marine player. The main opportunity cost is electing to start the game with Pink Horrors, instead of summoning them in later. **Icon of fire: Unit get Soul Blaze in melee. I don't need to say how useless this is. **Arcane Icon: Unit gets Adamantium Will. Might be good if you feel defensive **Plague Banner: This turn all melee attacks are Poisoned 2+. Works great with Etherblades. **Rapturous Standard: All enemies engaged in combat with the unit lose -d3 WS until the end of the phase. *'''Slime Trail:''' Enemy units who were "smart" enough to charge your Beast(s) will always make a disordered charge. Seriously, why would they do that? In any case, this will make Beasts of Nurgle more difficult to kill in close combat. *'''Attention Seeker:''' Oh yeah, that why. A Beast of Nurgle that is within 12" of an enemy that successfully charged in their Assault phase immediately charges that enemy. Pretty funny that your foe must choose to either attack the blob of meatbags (through the slime trail) or ignore them but suffer poisoned hits from them. *'''Aura of Change:''' The Burning Chariot's HoW attacks have the Warpflame Special Rule. Scroll to the bottom to read Warpflame. *'''Blue Horrors:''' A funny Special Rule brought to you by Phil Kelly and Robin Cruddace. Basically any Pink Horrors that suffers a wound in close combat inflicts one S2 AP - hit (from each Horror) on the enemy at the I:1 step. In most cases, you'll need 6's to wound them, and you could cause one or two wounds if you're lucky. Nothing special, but it could help, and can cause a laugh if it manages to kill a TH/SS Terminator. *'''Daemonic Resilience:''' Ignores Crew Shaken or Stunned on a 2+. Pretty straightforward. *'''Totem of Endless Bloodletting:''' Khorne units within 6" of the Blood Throne benefit from the Herald's locus. Useful if you don't want to put multiple Khorne Heralds in different units, but keep in mind that the area of effect is VERY small. *'''Disruptive Song:''' -1 Leadership on Psychic tests for the Enemy within 12". Possibly the ONLY counter we have against Grey Knights in terms of preventing them casting their annoying spells. *'''Fleshshredder:''' Add a D6 for each Hull Point your Chariot has when making HoW attacks at S4 AP - with Rending. Makes your Seeker Chariots more threatening when charging in. *'''Gorefeast:''' Roll a D6 when your Khorne Chariot cause an unsaved Wound from his HoW. It regains a Hull Point on a 4+. Basically an equivalent to the It Will Not Die! Special Rule. *'''Soporific Musk:''' Enemy units have -5 to their Initiative in the Assault Phase. This is your other source for the lack of assault grenades your Daemons carry aside from the Skull Cannon. Also helpful on those annoying Necron Canoptek Wraiths that make you I1 in close combat (For only one round though). *'''Soulscent:''' You get one more attack for each unsaved HoW wounds you inflicted. Nice! *'''Warpflame:''' The infamous rule that gave Tzeentch units a bad first impression. Any unit that suffers one or more '''unsaved''' Wounds at the end of each phase must pass a Toughness test. If they fail, they suffer d3 more wounds with no armour or cover saves allowed (until/unless it's FAQ'd, you can take an invulnerable and/or FNP save). If passed, however, the entire unit gets a 6+ FnP (or adds +1 to their existing FnP)! This sounds liker a huge turn-off at first glance, given most of the game has infantry with toughness 4, but thankfully there's a way around this. Simply put, if you want to bring Tzeentch Daemons to shoot down the ranks, you will need to bring at least two BIG squads of Pink Horrors with a Herald, and you must have them shoot at the same squad to kill, if not wipe out, the unit so the benefit won't help them much. Again, choose wisely who to target first. Firing this at Nurgle units, bikers, and Monstrous Creatures is almost always a bad idea. It's also worth pointing out that having a feel no pain roll does not mean they're any more or less likely to pass the test, only live through the wounds it dishes out. For best results combine with some way to lower toughness. Curse of the Wulfen did something unique with the Daemon Warlord traits: you now have Warlord trait tables entirely based around which god you're aligned to. The best Warlord Traits are the Tzeentch ones by and large, only 1 (Trait 6) isn't useful. Most of Nurgle's Warlord table ensures that your GUO will never. Ever. Ever. Fucking die. And make the best Distraction Carnifex ever. Khorne's table, on the other hand, contains some redundancies, with 1 being useless as fuck against 90% of all armies, while Slaanesh's table makes you more choppy, but that means shit in a meta focused on all shooting. To make things a bit clear, new traits do not replace the old ones, your Warlord just may roll on yet another traits table depending on his daemonic alliance. So if you wondered about unique daemons, they didn't lose their traits. You are still taking Kairos for re-rolling awful Warp Storm rolls and Skarbrand insta-kills everything that is not a Gargantuan Creature or [[Marneus Calgar|Mary Sue with EW.]] In a big step up from the old selection, each Chaos God also has its own unique set of Hellforged Artifacts. All can only be used by specific unit types, which are mentioned for each artifact. Keep in mind that regardless of which list it comes from, a given unit can only have one hellforged artifact. Also, god-specific artifacts do not count towards the total amount of Daemonic Rewards taken. ===Undivided=== ====Warlord Traits==== Just like any other 6th edition Codex, Daemons have their own Warlord Traits Table that must be rolled on a d6 for your selected Warlord. Most of them are quite helpful with only one (Herald of Doom) being kind of useless (and it still can be very helpful depending on who you play!) #'''Death Incarnate:''' The Warlord's Melee weapons now cause Instant Death. This is really good on any MC and Heralds that aren't Khorne (They can get this by taking an Axe of Khorne). Tzeentch Heralds may not benefit from it much, but a Lord of Change can now kill any generic HQ with ease. Doesn't work on models with Eternal Warrior sadly. Skarbrand has this trait by default. #'''Destroyer of Mortals:''' Woot, Hatred (Everything!) for the Warlord and his units (If he joins them). Rerolls to hit on the first round of combat is tasty indeed. Heralds with a squad will be more rapetastic in assault, with the exception of Khorne and Slaanesh Heralds, because they can take a locus with this rule (Or at least a form of it), but if they haven't, then you're in luck! Also good on a Bloodthirster or a Keeper of Secrets. #'''Herald of Doom:''' Your foes are more scared than ever. Enemy units have a -1 penalty to their Leadership on Fear test. Muahahaha! Seriously though, this one is easily the worst trait you can roll for. It's only good on Tau, Guards, Eldar (Actually not bad here if you run a Slaanesh army), Orks (In low numbers), Tyranids (Not in Synapse range) and MAYBE Necrons. Against Fearless units, this trait doesn't do jack. Well, at least this is better than the CSM Warlord trait which only gives them Fear. Be'lakor has this by default. #'''Immortal Commander:''' Any friendly Daemon within the Warlord's 12" bubble can reroll failed Daemonic Instability tests. Hell yeah! You should really try and make good use of this trait, because it can make a major difference between rerolling 2d6 than losing your entire squad in assault. Best to have the Warlord charge in with multiple friendlies to enjoy the rerolls. Ku'gath has this trait, a gift from Papa Nurgle. #'''Lord of Unreality:''' Arguably the best, as this will allow you to reroll the results on the Warp Storm table, so long as the Warlord is alive. The Warp Storm can be exasperating, so if you rolled this trait, then considered yourself to be blessed by the Dark Gods! As we all know, Fateweaver comes with this trait. Changing the results from getting a 6++ Invulnerable save to instead getting a free unit on the board? Just as Planned. #'''Warp Beacon:''' The name is just as what you would expect, all friendly Daemons (And only Daemons) can Deep Strike within 6" of the Warlord without scattering (so long as he was on the table to start the turn). So basically this makes your warlord a 5th edition Icon, not a bad trait by any means, especially on fast moving HQ's like Bloodthirsters and Lord of Change. ====Hellforged Artefacts==== *'''The Eternal Blade:''' Frankly, with a name like that I expected something a little more impressive. It's a close combat weapon that gives its user +1 Strength and +d3 WS, Initiative and Attacks. On one hand, even a humble Herald can become a rapetastic murder-machine, but having AP- will get you in trouble against anything with a decent save (i.e. just too many things, what with the five and more Marines codices we've got around). On the other, giving it to a Greater Daemon (other than the Bloodthirster and Keeper of Secrets) or Prince can solve this little problem (on average, a Daemon Prince will be WS10 S7 I10 A7-that's even better than a Keeper of Secrets or Bloodthirster in terms of damage output!), but do you REALLY, absolutely need to be WS or I 10 instead of 9? Slap it on a Lord of Change or a Great Unclean One if you REALLY wanna get the most out of the stat buff. If you want to kill stuff, then go with a Herald of Slaanesh, Rending with enough attacks can hew though terminators (which says nothing of the WS and Initiative buff putting it on par with a KoS). *'''The Portalglyph:''' Simply put, it's a Random Daemon Generator: it sits around as an immobile vehicle with 12 Armor all around and 1HP, and every turn there's a 50% chance it will spawn a unit of d6 Daemonic Troops of your choice. The true purpose of the Portalglyph is to spawn tarpits to tie up shooty squads for a turn saving your bigger units from being gunned down and they could serve as late game objective grabbers. Alright, here's why this thing sucks: first, if you hope you can just place it behind a building and enjoy an endless tide of free reinforcements, think again - it has to be summoned during the game and scatters 4d6" from its owner (side note: no idea whether this thing can claim benefit from Icons as it technically doesn't deepstrike, RAW) although at least it can't suffer a mishap. Second, this thing is incredibly fragile and you're basically giving your opponent free VPs. The final nail in the coffin is that as of 7th Ed, your psykers can do its job better with Daemonology. What's really sad is that this thing could've been cool - if it was actually a fortification instead of equipment, had more HP and didn't have such retarded deployment rules, it would've been so much more useful! **Alternate Take: If you run the Portalglyph out turn one it will get blown up and you won't have much to show for it but that's not what it should be doing. The Portalglyph whould never be used for tarpitting, you get very few models out of it at a time and they can't charge when they emerge. However,it still has fantastic use for late game shenanigans even through all of the negative points listed above. Throw it on an objective to take it turn 5 as a pretty good way to turn a losing game into a surprise win. Yes it scatters but if you summon Daemonettes with their fleet and bonus to their run the scatter starts to look pretty small (14" scatter average: 6" move + 3" bonus run + 3" from objective to contest means you need a 2" run with a fleet reroll to score the objective not counting the width of the glyph token which could add another 1-2"). Or you can summon Pink Horrors to Flicker Fire into an enemy who thought himself safe. While it does summon on a 4+ if it really counts Fateweaver can be there with the saving reroll. If you think of it as a free Summoning once per game you're not that far off. **True Purpose: The Portal Glyph can essentially generate 1 warp charge each turn with a chance of 50%. At the start of the game surround a spot for the glyph with units and out of line of sight, for protection. The glyph cannot scatter far if you control the range with units or the game edge, since it stops scattering when it reaches the edge or a unit. Once the glyph is placed it spits out pink horrors on a 4+ each movement phase. Each time the glyph summons pink horrors it will net 1 warp charge. Considering the cost of 30 points the glyph remains very useful if you plan to dominate the psychic phase. You can always use the charges for more powerful psychics and keep the horrors as batteries. In a game with 5 turns the glyph could net anywhere between 0 to 15 charges depending how often you succeed summoning horrors. *'''The Doomstone:'''The doomy stone of doom is actually a pretty nifty assassination tool. At the start of each fight sub-phase, all non-daemon characters in the same combat as the bringer of doom must pass a Leadership test or permanently lose d6 Leadership for the rest of the game, and if they reach 0 they're DOOMED. Dead - as in "removed as casualty," as opposed to "suffers instant death." It's fucking hardcore, no ifs and no buts! The problem with this is that it will usually be on a big Greater Daemon, where the Eternal Blade would allow you to just kill the enemy instead of waiting for the doomy stone of doom to do its work. The other problem is that most characters you care about killing aren't going to fail leadership tests very often. *'''The Grimoire of True Names:''' Funny, this used to be an anti-daemon tool in the Daemonhunters army, Phil Kelly and Robin Cruddace pulled a Ward. A powerful defensive tool with a catch: on a 3+ the user can improve the Invulnerable save of a single friendly unit by +2 (so to a 3++ in most cases), but on a 1 or 2 it's instead worsened by -1. Alternatively, in a mirror match you can use it to debuff the save of enemy daemon units. This is probably the most powerful artifact in the game and is the keystone for nearly all competitive Daemon lists as it is the engine which turns any reasonably fragile unit into an unkillable machine (screamers with cursed earth) or gives a massive boost to a squad in need of help (literally any Daemon unit). Generally, you want to roll grimoire as soon as possible in the turn order as whether you pass or fail dictates how the rest of your turn goes. It can be especially useful with Kairos Fateweaver who allows a single dice to be re-rolled. Also, seeing as Tzeentchian daemons reroll Invulnerable save rolls of 1, this can bring Fateweaver to a 2++ rerollable. If your opponent has an unstoppable deathstar (without hit and run) that will run you over simply grim Fateweaver and assault in as there is no unit that can kill him while he has his 2++ rerollable up. Sure, while the Change powers are mediocre, Biomancy and Telepathy primaris powers are pretty good, the former being a TEQ killer, and the latter OMNOMNOMs horde squads with low LD. Combining the those two and the primaris Change power can still do a good amount of damage. Don't forget, if grim fails on a Flying Monstrous Creature they can simply fly off the board instead of simply dieing like most other units would. Don't forget, you can use this on your Lord of Skulls or assorted CSM Daemon Engines. ====Daemonology (Malefic)==== For 7th Edition, the Daemons get access to another set of powers: the Malefic Daemonology powers are at your disposal and unlike other psykers, yours won't Perils on any double (just 6's). [https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Psychic_101#Malefic For in depth tactics please see our psychic 101 page where we go into depth about all] ====Fighter Aces==== In Skies of Death, you now have a bonus rule allowing you to pay 35 points for one of 3 special traits for any Flyer or FMC (FGC is still debatable). Unique characters aren't allowed to buy any upgrades unless specifically mentioned in their codex entry. #'''Guided by the Gods''' - Re-rolls on to-wound and pen on Vector Strikes. Nice on flying Psykers with lots of Wytchfire powers. #'''Unholy Fortitude''' - +1 Wound. Very. Nice. #'''Blessed by the Gods''' - +1 to an Invul save. Think flying Daemon of Tzeetnch with this trait and the Impossible Robes getting a 2+ re-rollable invul. save!!! ===Khorne=== ====Warlord Traits==== #'''Aspect of Death:''' Enemy units suffer 1 unsaveable wound per point when they fail a fear test. (Space Marines do not Ignore Fear. But, they just pass Fear Test automatically) #'''Glory of Battle:''' ''Rampage''. Epic on a Bloodthirster, who most likely will be outnumbered. #'''Oblivious to Pain:''' ''Feel No Pain'', and all Daemons of Khorne units get 6+ FNP within 8". T3 on what would be most of the surrounding units and FnP means jack since all it takes is S6+ and it removes the slight FnP bonus. However, basic Feel No Pain is amazing on the Bloodthirsters. Still giving FNP against small arms fire to blood letters is still a benefit and blood crushers need strength 8 to ID so don't underestimate what this can do. #'''Immense Power:''' +1 Strength. Stacks with ''Furious Charge'' to bump the big guy to S8 on the charge so you will be instant-deathing most characters by default, but not enough of a difference to warrant a Warlord trait rule. Skip. #'''Devastating Blow:''' A crazier version of Smash: sacrifice all but 1 attacks to make a single SD AP2 hit. No limit on how many times you can do this in one game, and has the potential to make a seemingly nonthreatening Herald much more dangerous than it would be otherwise. #'''Rage Incarnate:''' Warlord and all Khorne Daemons in 8" have the ''Rage'' USR. Not so useful on the Bloodthirster of Incessant '''RAGE''' (hinthint), but Rage on Bloodletters and Hounds is a godsend. ====Relics==== *'''A'rgath, the King of Blades''': 15 points gives you what's basically a S+1 power sword with Specialist Weapon and Blade King (always hit on a 2+ in challenges) that replaces the model's standard melee weapon. Given that only Daemon Princes and Heralds can use it, it's best suited for a budget Herald when you want to save points while still having an edge in challenges. *'''Deathdealer''': 15 points again, and also replaces the standard melee weapon. Useable only by Bloodthirsters and DPs. S User, AP2, Decapitating Blow (Instant Death on a To Wound of 6), and Searing Gore (Whenever a model is removed by this weapon's attacks, its unit takes d3 S3 AP4 hits starting on the models closest to the user). What's not to like about AP2 and free hits? (Just free hits since monstrous creatures have AP2 from smash) *'''The Crimson Crown''': DPs, Bloodthirsters and Heralds of Khorne only. Grants +1 to the Attacks characteristic of all Daemons of Khorne within 8"! Just remember to keep the Herald wearing it back for the second-wave assaults - charging into mass melees to counter the loss of attacks the already engaged units suffer after charge/Rage bonuses have ended, or precision Deep Striking (through the use of Icons/Banners) directly into the middle of multiple engaged units. Though, in the second example, you're really praying to Khorne that at least one unit wins and can consolidate around the Herald so he doesn't get shot to shit. *'''Skullreaver''': 30 points, replaces your melee weapon, and only usable by Bloodthirsters and DPs. S User, AP2, and Anathema- which makes a roll of 6 to hit Strength D! Not as reliable as the Bloodthirster of Insensate Rage's Great Axe of Khorne for dealing out the almighty D, but it's a flat upgrade over the Bloodthirster of Unfettered Fury's weapon. Don't forget that this is at initiative unlike the Insensate Rage Thirster who has to swing at I1. *'''Khartoth the Hungerer''': 25 points, Heralds and DPs only, and replaces your melee weapon. At first it looks just like a S+1 power sword, but its special rule Sunderer of Time makes it much more. See, when a model takes an unsaved wound from it they're removed from play. Not ID'd, just removed- which means EW won't do dick. However, the model's owner can bring it back via a Deep Strike within 12" of where it was removed if they roll a 4+ at the start of their turn. (It's considered slain if it doesn't come back by the game's end.) So while it could remove a particularly troublesome multi-wound model that's in your way, there's no guarantee that it'll stay gone. Risky, but rewarding. Gargantuan creatures instead of being removed take D3 wounds so it makes for a niche usage. *'''Armor of Scorn''': 30 points, usable by Bloodthirsters and DPs. Grants a 3+ armor save and Adamantium Will- and more importantly, it reduces the Strength of all attacks that target the bearer by 1! Even on Bloodthirsters which already have a 3+ save, this is a huge deal since it'll make all attacks much less likely to wound in general. The usefulness on a Daemon prince cannot be overstated; This only costs a few points more than Warpforged Armor, which is a mandatory upgrade on Khorne Princes already. Reducing the strength by 1 also means that the Daemon Prince is no longer afraid of generic instant death; only weapons with the actual rule now can ID him (the highest strength a weapon can go without going into D is 10). That's on top of making the DP harder to wound in general. ===Tzeentch=== ====A NOTE ON WARPFLAME & SOULBLAZE==== Be careful; a lot of people mix up Warpflame and Soul Blaze. These are not the same. Soul Blaze means free hits, Warpflame means either free hits or a Feel No Pain bonus. In a Daemon Host of Tzeentch there's just no way to avoid the Warpflame rule, which experience will teach any Tzeentchian acolyte can be the rule that saves you on a good day (dishing out un-savable wounds), or be the last nail in your coffin on a bad day (providing all your opponent's units with/improving their Feel No Pain). Like Warpflame on its own, the Soulblaze/Warpflame combo can result in absolutely nothing (or - at worse - make your opponents even harder to kill next turn). However, it can be terrifyingly devastating on days when it works in your favor - the two generating up to 6 more wounds on an enemy unit just for hitting it! ====Warlord Traits==== #'''Born of Sorcery:''' [[Awesome|Warlord harnesses Warp Charges on 3+.]] Personally, the best trait, this means you can one-die a lot of easy powers like the bolt or the nova power. #'''Incorporeal Form:''' All enemy units suffer -1 to their BS and WS when attacking the Warlord; although inferior to the next trait, it definitely does help against shooty armies like Tau or Guard. #'''Warp Tether:''' [[Awesome|Warlord and all Daemons of Tzeentch in 9" get +1 to their Invulnerable]], one of the most powerful traits in the game, since daemons have many ways to buff invulnerable saves, useful on mono Tzeentch armies. #'''Lorekeeper of Tzeentch:''' [[Awesome|Warlord gets +1ML.]] If not a Psyker, become ML1 and must roll on the Change discipline, this is more cheesy than useful--UNLESS you have the Infernal Tetrad as your warlord(s), netting you 3 more warp charges and spells (Since GW FAQ'ed the Tetrad so that the Daemon Prince of Khorne can't get Mastery Level 1 from this result). Wreak havoc with three psyker level FOUR daemon princes! #'''Tyrant of the Warp:''' [[Awesome|Ignore your first Perils in a Psychic phase.]] If you generate 21 warp charge points per turn, you're prone to perils, and if you really want to get a Warp Charge 3 Flickering Fire without dying then just rock this trait, and it sounds pretty badass. BUT WHAT DOES IT DO THO? #'''Daemonspark:''' Warlord and all Tzeentch Daemons in 9" gain Soulblaze on their close combat attacks... by far the worst trait, but a wise opponent might think twice before charging into a battle of attrition with 20 Soulblazing Pink Horrors. But still you better reroll this one. ====Relics==== *'''Paradox''': 25 points, Heralds and LoCs only. Expect to see this on every LoC to hit the field. You're not taking this because it's a Concussive AP4 melee weapon, you're taking it for the Warp Contradiction rule. With it, once per turn you can turn all the dice you rolled for a Psychic test to the opposite of their displayed value. In other words, you can turn a 1 into a 6 this way and turn a shitty roll into an amazing one instead (and then you get perils, lol), keep in mind that this means that you can guarantee a successful power by expending 2x-1 charges (1 for a cost 1, 3 for a cost 2 and 5 for a cost 3). Now you can feel safe rolling just 5 dice instead of 7 to successfully manifest WC3 powers. Note that Warp Contradiction affects the bearer only and can only be used once every phase. Combined with the Tyrant of the Warp ability, this means you can get the power you need without risk of perils. *'''The Endless Grimoire''': 35 points, Heralds only. If the Warlord only generates powers from the Change discipline, he gets to use all of them. No, you didn't misread, it says "the Warlord", not "the bearer" although nothing prevents you from making the Grimoire's bearer your Warlord. That awesome tome of wisdom looks pricey but instead of rolling shit you have a guaranteed access to powers you need. The issue is that, in the Pre-Warzone Fenris Codex where the codex specific god powers come into play, they have the requirement that you can only roll up to half on the chosen god's table which would mean you'd have to keep the Warlord at ML 1 for the purposes of this upgrade which sucks. In Warzone Fenris' FAQ, an important Errata was released, you can now roll all powers from a god specific discipline. Take a Herald of Tzeentch as Warlord and have all the powers without any risk of nullifying this. With all these toys you can get an LoC that is almost exactly like Fateweaver. With the +1 Mastery level trait and the endless grimoire as well as the impossible robe you have a Fateweaver with a better invul (knows all powers, 3++, ML4) with the large benefit of being able to fight in combat effectively. *'''Soul Bane''': 15 points, DPs and Heralds only. It's just in the relics cause they need a fluff related reason for having one. An unusual melee weapon with S User, AP equal to your target's initiative (with AP1 against vehicles and AP- against anyone who's I7 or higher), and Fleshbane. It can be interesting on a Herald, if you like spending 15pts for interesting... But well worth it on a Daemon Prince - the AP1 vs vehicles means he's more likely to EXPLODES! them, and Fleshbane combined with his high initiative, invul. save, flight & psychic powers makes the Prince of Tzeentch a perfect Riptide/Wraithlord/Wraithknight hunter! *'''The Oracular Dais''': 35 points, Heralds only. A Disc of Tzeentch that allows you to auto-pass a reserve roll for any friendly Chaos Daemon unit once per turn. This works with instruments to drop a second unit. For an instrument to work you have to pass the reserve-roll and it's actually only 10 points since a normal disc is 25 points. *'''The Impossible Robe''': 25 points, LoC, DPs and Heralds of Tzeentch only. On the one hand, it's a 3+ invulnerable save. On the other hand, if you take an unsaved wound you need to pass a Ld test or be removed from play. While it sounds really risky, on an LoC it's frankly amazing; with T6, 5 wounds, Ld 9, your opponent hitting you on 6s in the air, AND rerolling saves of 1, this makes your LoC a nigh unkillable fuck laying down psychic dakka or summoning unit after unit of daemons. Hopefully for the sake of your opponent this doesn't stack with the Warp Tether Warlord Trait, but it does stack with the cursed earth psychic power. It might be as useful using the grimoire, as you're wasting the bonus +2 to your invulnerable as you only need one and you incur the risk of failing the 3+ (unless you have Fateweaver) reroll. If you want to avoid the risk of the Grimoire just buy the Flyer Ace. Fun fact: Fateweaver used to have almost this exactly. *'''The Everstave''': 20 points, Herald or LoC only. In melee, it's S User AP4 with Soulblaze and Warpflame. As a ranged weapon, it's a Heavy 1 flamer with S5 AP3 along with Soulblaze and Warpflame. Soulblaze is semi decent, the template may not be a [https://1d4chan.org/wiki/Heldrake baleflamer] but it's far from bad. Take it for the Template or not at all. Would this work with the Warpflame Host formation, Storm of Daemonis Fire rule? Combine with flamers to make sure that if you have to burn some space marines that a lot less of them will be upright to minimize the risk of warp flame. Honestly, its not that bad and it can roast some stuff if put on a flying monster. ====Psychic Powers of Change==== *'''Primaris: Flickering Fire''' - WC1, WC2, or WC3. This power right here? It's what is supposed to act in the place guns for your army. Flickering fire is a variable yield spell, normally it's a warp charge one spell that throws out 2d6 heavy bolter shots with soulblaze and warpflame. But by casting it as either a warp charge two or three spell, you add an extra d6 worth of shots for each additional charge you're spending. Remember that while Heavy Bolters are generally not that good, yours are generally strapped onto much more mobile shooting platforms who can maneuver to the rear arc on enemy vehicles and glance them out before they knew what hit them. Oh those Pink Horrors, no they're S3 they can't possibly hurt your wave serpent, why don't you maneuver it clo- DAKKADAKKADAKKA dead serpent. NOTE: it's capped as a level three spell, so NO you can't throw 12 warp charges behind this spell to throw out 13D6 worth of shots, and Warzone Fenris imposes the "Choose WC# before casting" limit [[Eldar|Eldritch Storm]] that some other Daemon Powers have. *'''Tzeentch's Firestorm''' - WC1. strength D6+1, AP- small blast with warpflame; the worst spell in the '''game'''. *'''Bolt of Change''' - WC1. Str D6+4, AP 2, 24" beam, warp flame. As one of three anti tank powers, it's arguably the weaker of the spells, but at warp charge 1, it is easier one to get off. ** Alternate Opinion: As a beam weapon with the same range as a bolter there is potential for some pretty good vehicle wrecking capability. Combined with Tzeentchs Exalted Locus, a D6+5 strength AP2 beam starts to look pretty tasty. Also with a minimum of S7 with the formation in the decurion it start to be pretty scary (if you could ever afford the 9 horrors squad formation of course)(Do note however that the formation only require 9 units from a list of 3, with the points being 50, 69 and 90 as such a reasonably balanced formation runs to about 700 for the 9 units AND the herald with the Ex Locus of +1 Str) *'''Tzeentch's Warpflame''' - WC1 Nova with 9" range, S D6 (Yep, you roll for that Strength value fucker), AP4, Assault 2D6, Ignores Cover, with Warpflame Rule. Too random in strength to be reliable, potentially a real fucker if you roll a 6 in the middle of an enemy formation with lots of cover, potentially just a waste of your Warp Charges when you roll S1 and wound not just MEQs on a 6, but those ''dirt cheap GEQs'' as well. *'''Boon of Flame''' - WC2, or WC3. Decide before casting. WC2 nabs you 1 Exalted Flamer, WC3 gives you either 3 flamers or 1 Chariot. Just take 1 roll and Malefic and swap for Primaris. However, while inferior to Malefic it's not bad, just limited and even Malefic can't summon Flaming Chariots, and since the psychic phase is juuuust before the shooting phase you can use this to summon some powerful shooting attacks and distractions. If using Magnus, make sure he does this power every turn because summoning at least 5 burning chariots over the course of a game is nothing to scoff at. *'''Infernal Gateway''' - WC2. Bolt of Change's big brother. Str d6+4, AP1, blast, Warpflame. The blast does mean you have the chance to get multiple targets, but it's a small blast so not ideal. *'''Prismatic Gaze''' - WC3. 18" AP1 Destroyer hit. This is what you want to demolish vehicles, Wraithknights, and Dreadknights with. In all, the boost to Warpflame when using the Tzeentch infantry formation works wonders with this discipline, but outside of it? The God of Disease has greater magick than the god of Magic himself, except for Power 6, which is 100% luck-based. Curse of the Wulfen actually made that discipline a bit worse: now you have a 50 % chance to roll bad power instead of 33.3% and a single Destroyer hit is useless against horde armies and any units with multiple models. No guarantees unless using Fateweaver or a ML1 Herald with Endless Grimoire. The Exalted Locus is good for this as well, but it's only one squad. Unless, again, you run the Tzeentch infantry based formation. Which leads to silliness such as 9 squads of Horrors shooting 2d6 Autocannon rounds each with a WC1 power. Are we starting to see a pattern here? Taking Horrors and/or Flamers? Take the Warpflame Host. It improves them and their herald ridiculously well. Just fucking do it. ===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. ===Slaanesh=== ====Warlord Traits==== #'''Celerity of Slaanesh:''' [[Awesome|Warlord and unit can Run and Charge in the same turn.]] A unit of Slaanesh Seekers with a Herald on Steed move 12", can run a rerollable D6+6", and an additional 6s with the Grand Cavalcade formation, and then Assault 2D6 with Fleet. That's a 42" threat range. In short, expect first turn charges with this warlord trait. #'''Quicksilver Duelist:''' Re-roll all failed hits in a Challenge. That feel when the God of Excess is more choppy than the God of Choppy. #'''The Murderdance:''' Warlord plus any Daemons of Slaanesh re-roll 1s to hit in Assault. Given the wording, your entire army benefits from it. #'''Fatal Caress:''' 6s to wound are Instant-Death. Stealing abilities from Khorne now, are we? Remember Slaanesh has rending so even for non monstrous creatures this is going to be an instant-death AP2 hit. #'''Savage Hedonist:''' +1 Attack. Moving on. #'''Bewitching Aura:''' Enemy units locked in combat with Warlord must take a leadership test or suffer -5 to their Weapon Skill. ====Relics==== *'''Soulstealer''': 20 points, DPs and KoS only. A power sword that lets you regain a wound when you use it to remove a model. Almost brokenly good on either unit. Just march down the field and if the enemy doesn't slay your daemon before it can assault a chump squad, or even an elite unit, you might suddenly find yourself healed back to full. *'''Silvershard''': 30 points, DPs and KoS only. Also a power sword, but grants 2 extra attacks. *'''The Slothful Claw''': 10 points, KoS and Heralds only. One melee attack becomes a S+2 AP2 Specialist Weapon Rending àttack. *'''The Forbidden Gem''': 15 points, Heralds only. At start of the fight sub-phase, after challenges issued but before blows are struck, any model in a challenge with the bearer must roll 3D6 and subtract their Ld. That model suffers penalty to WS and Initiative equal to the result for the rest of the phase. This combined with the Exalted Locus of Beguilement makes you a challenge rape machine. *'''Whips of Agony''': 15 points, Exalted Alluress only. S User AP5, allows bearer to reroll all to wound rolls and unsaved wounds prevent the target from performing any attacks for the rest of the Fight sub-phase. Cheap, yet effective. You pretty much need to score 1 wound to disable your enemy having a low S and Rending with to Wound re-roll will maximize the amount of 6s rolls you can get. If your enemy has a target with I above 4 bring a Fiend to allow your Exalted Allure to attack first. *'''Mark of Excess''': KoS, DPs and Heralds of Slaanesh may take this for 15 points. If the bearer kills a MC or Character at Fight sub-phase, he gains an extra attack for the rest of the game. It does stack as its applied at the end of each phase, so if you're planning on going on a spree it might be worth the 15 points. ====Psychic Powers of Excess==== *'''Primaris: Lash of Slaanesh''' - WC1. A bolter ranged beam with strength 6, AP- and rending. While not as generally strong as the Tzeentch stuff, (Tzeentch is greater in strength on a 3+) this is your other anti tank option. On, say, a flying daemon prince, this is actually pretty good because you can line up multiple targets, potentially in their rear arcs. *'''Acquiescence''' - WC1. A malediction with 18" range that makes a target enemy suffer a -5 penalty to initiative, and more importantly can't fire overwatch or counter attack. Use it just before you charge, and drink their tears as you spill their blood. *'''[http://en.wikipedia.org/wiki/Pavane Pavane] of Slaanesh''' - WC2 a focused witch fire that makes a target enemy within a bolter shot take a leadership test, if failed a model within said unit loses a wound, if it is slain, the unit keeps suffering wounds until it passes one. A more mental version of Rancid Visitation, and a much weaker version as well. Never target at multi wound models. Note that because demons have comparably low leaderships to work with Demon instability this power can be '''FUN*''' in mirror matches, cast it on a unit of fury's and watch them pop like balloons. *'''Maniacal Fervor''' - WC1. Unit within 12" gains Rage, Furious Charge, and Zealot, but takes D6 S3 AP- hits. Yeah, a spell which while buffs, can actually hurt a target. Um... maybe? While this can be effective enough on to slaaneshi units, since granting more attacks to the already Rending demons can be enough to make even terminator reach for the safe word, casting this on something like plague drones or noise marines (who can both have toughness to likely ignore s3's or armor save them away) suddenly makes them much, much more scary with virtually no risk whatsoever. Ever want to see a GUO do an impression of a Bloodthirster? **Cast on a unit of your meatgrinder chariots and look at them go! S3 can't hurt them, and their only purpose is charging, so all those rules can be put to good use. *'''Phantasmagoria''' - GIVE YOUR TARGET A CONTINUOUS ORGASM BABY! (what?) Actually more like hallucinations. Besides being worth 22 points in scrabble, this is a WC1, Malediction which forces an enemy unit to make an Ld test in order to do ANYTHING at all. Like an improved version of Telepathy's Dominate Power. *'''Slicing Shards''' - WC2. Witchfire with 24", S4 AP4 Large Blast, Assault 1 which inflicts D6 additional S4 AP4 hits on anything hit if they fail a leadership test afterwards. Fuck that horde. *'''Cacophonic choir''' - WC2. A 12" nova that makes you roll 2d6, all hit units subtract their leadership from the result and take the difference in wounds with no cover or armor save allowed, then all units hit by the power take a pinning test. At warp charge two, you're better off getting psychic shriek from telepathy, though this power does get around Invisibility bullshit since it's a nova. **The fact that this causes Pinning Tests even if the targets don't suffer wounds makes it useful against Tau, Orks, and certain types of IG armies. Note that you cannot pin Riptides (though this is still a decent power to use against them thanks to ignoring armor) because MCs can't go to ground... but Pathfinders are only Ld 7 (8 with leader). In all, not bad but not great either. Acquiescence has been superseded by Debilitating Distention, Maniacal Fervor and Phantasmagoria are excellent blessings and maledictions respectively, but everything else is done better by Change or Plague, however in mirror matches due to demons low leaderships (all basic troop demons are leadership 7), or armies who have low Ld values anyway (Tau, Imperial Guard, Orks), this discipline could do good work. ===Warp Storm!=== At the start of each Daemon player's shooting phase (so if you got a Daemon vs. Daemon game this is going off every turn!!) roll 2D6 and apply the matching result... * 2 - All units with the Daemonic Instability rule must test for it. Now obviously the idea of losing models for no reason other than the codex you play is a little frustrating but this is still a REGULAR Ld TEST (unlike the next result), so at MOST you lose 4 models in a standard troop unit or 2 Wounds on a DP or Greater Daemon(THIS is pretty painful), of course that's assuming you don't roll double 6's for EVERY unit's instability check (were this to happen I'm sure your opponent would understand you throwing the table, just let them get their army off it first....this isn't their fault) . So, in summary, while this is pretty depressing I wouldn't consider it QUITE that army breaking (it will leave a mark though!). Note: Until it gets FAQ'd feel free to assume that you get FNP against wounds caused by instability (its not technically a save). Don't be surprised to lose 30-100 points if this result is rolled. * 3 - One of your characters must test for Daemonic instability on a 3d6. This can be pretty painful depending on who gets hit by it, losing a GUO or a Bloodthirster to this would be a sour feeling indeed! Were this to happen you have our permission to rage. Make sure you take those cheap squad character upgrades to mitigate this. * 4 - All Models with the Daemon rule suffer -1 to their Invulnerable Saves for a round. THIS.....THIS......O This......after rolling this you can take comfort in the fact it can't get any worse. Unfortunately, your Daemons probably won't be around to celebrate the sunnier days. This is by far and away the worst possible result you can get so if the idea of it frightens you, invest in Fateweaver! **'''NOTE:''' The new Daemonic Incursion detachment allows you to add 1 or subtract 1 from your Warp Storm rolls after you make them. [[Awesome|Never worry about getting this result ever again.]] * 5 - Tzeentch compels you to roll a bunch of dice. For every six an enemy (or Nurglic) unit wins a cover-ignoring S4 AP5 large pieplate to the face. * 6 - Every enemy or Tzeentchian unit has a chance in 6 to suffer d6 S4 AP3 hits that wound on a 4+ and ignore cover, courtesy of Papa Nurgle. * 7 - Nothing. Remember that this the most statistically likely result. * 8 - As a 6, but Slaanesh likes his/her hits to be S6 AP-, Rending and with a chance to hit Khornate allies. * 9 - As a 5, but Khorne's mighty pieplates are small, S8 AP3 and have a tendency to hit Slaaneshi pussies. *10 - All daemons get a +1 to their Invulnerable Save for a round. Every Daemon in your army now has an Iron Halo.....I don't think I need to explain the awesomeness in that. If you honestly don't see this as a game changer, wait until you roll it then ask your opponent how they feel about it. By far the best result you could hope for. *11 - An enemy psyker must pass a leadership test on a 3d6 or become an Herald of your choice at your command. Oh, look-see, your [[Mephiston|precious and unique snowflake]] just became my new lieutenant (try a Tzeentch Herald here for free Divination trolling). Bonus points if you roll this on your first turn. Totally useless if your opponent doesn't even have a psyker on the board though. **Big problem with this now, the herald is 'born' at the start of the shooting phase, so if it's your turn it won't be able to move or use powers until your next turn, and in your enemy's turn he'll have a full turn to deal with it. Snag a Nurgle herald so it can be as big a thorn to kill as possible. ** In addition, if you are playing against Daemons, you can't transform Daemon Psykers into your Herald through this roll. *12 - You get an entire unit of troops of your choice, 2d6+3 strong, completely free of charge. Lucky you. Hope you're not playing Purge the Alien or already running a Lord of Change with Summoning. With the release of Wrath of Magnus, you can use below Tzeentchian Warpstorm table for the duration of the battle instead if your Warlord is a Daemon of Tzeentch. Note that this one is not completely the higher the better nor is there a result that does nothing so every turn something happens just as planned. Also keep in mind that until an FAQ comes out, Kairos or any warlord with same trait can't use the warpstorm table roll because of the wording! This is not that bad if using the specific Tzeentch Daemon Decurion detachment which grants the reroll on below table. * 2 - A random non-daemon character suffers D3 wounds with no saves allowed. If the model is killed by this then it turns into a Chaos SpaOHGODNOSHLAZBOQAKIKIKIKI--ahem, placed within 6". A chance for a free kill? Yes please!! Watch out if you're bringing allies that are not daemon as this could hurt them as well. * 3 - All psykers suffers perils on any doubles till next roll on this table. If using this table, you'll probably have several psykers which might make this result easily the worst one! Though seeing a libby conclave or any psyker deathstars suffering from this as well could be funny. * 4 - Remove a random Tzeentch Daemon from play and deepstrike it immediately. Free redeployment. Albeit with a risk if no icons or Cursed earth are in play. Don't forget the option FMC's have when deepstriking... * 5 - All psykers harness warp charges on 3+ until the next roll on this table. This one is always welcome! Unless your Daemons are somehow outclassed in the Psychic fase. * 6 - All flamer weapons gain Warpflame. This one screams 'Please flame me so I get +1 to my FNP!!' Also, this remains in play as nowhere is stated that this will end at the end of the turn like other results. * 7 - Each player gains D3 re-rolls for anything. Unused rolls are lost end of the turn. Kairos rerolls for everyone, ENJOY:) * 8 - All powers cost 1 less warp charge but any failed psychic test is a perils. Lasts till the next roll on this table. Nice but be careful with casting. * 9 - Any units suffer D6 S4 AP4 warpflame hits on a roll of a 1 or 2. This includes your own units. Squishy T3 or lowers units will probably get hurt and the bigger units will likely get better thanks to warpflame! * 10 - Current player deepstrikes a new unit of 10 Brimstone Horrors. Free warp charge! * 11 - A random non-daemon enemy psyker takes a LD and if failed is replaced by a Herald of Tzeentch. Crap compared to the normal Warpstorm table roll, but still ok. * 12 - Current player chooses a tzeentch daemon character which must pass a LD test. If failed, is removed from play. If passed, is replaced by a Lord of Change within 6". Better pass that test! Also if you choose your walord the new Lord of Change will become your warlord, retains the warlord trait of the chosen character and warlord kill is only rewarded when this new Chicken is dead. ===Random Wargear=== Daemons may purchase various types of rewards, as opposed to each reward only doing one specific thing they each have a random effect that you roll for (rerolling any results that the daemon already comes with). In addition to the random effects each reward has a default choice that the player may take if they do not want the result rolled (basically a "primaris" reward); these are usually a standard weapon available to all 4 types types of daemons and a set of god specific weapons that may also be taken. ====Lesser Rewards==== All in all, not much to recommend here. May be nice on a Unit Champion or Herald to swap for an Etherblade or potentially end up with 2+ reserves, but most won't benefit Greater Daemons or Daemon Princes unless you're a psyker and rolled #4, in which case good fucking luck to anyone trying to curse you with maledictions or target you with witchfires. *'''0 - Magic Weapon''' - If you don't like what the Dark Gods gave you, you can still fall back on a nifty special weapon. **'''Etherblade''' - default is this AP2, master-crafted melee weapon. At 10 pts., you will scarcely find a bargain like this in any other codex. **'''Axe of Khorne''' - Available to Daemons of Khorne, AP2, Instant Death on 6s to-wound. The preferred armament for the Blood God's servants and just like the Etherblade, you are very hard pressed to find a better bargain. **'''Staff of Change''' - Available to Daemons of Tzeentch, a power maul with WARPDOOM, which causes victims to explode and inflict d6 S5, AP- hits on nearby units, although this includes yourself. Kinda risky, plus the Mutating Warp Blade is better. *** Alternate Take: Giving a Staff of Change to a Lord of Change or Tzeentch Daemon Prince provides a cheap, effective way of insta-gibbing multi-wound anything T4 or lower...which pops up more often than you'd expect. **'''Plague Flail''' - Available to Daemons of Nurgle, +1 Strength, suckers must pass a Toughness test or suffer an additional wound. Not bad, but falls a bit short in an all-Space Marine metagame, that and the Balesword is way better. **'''Witstealer Sword''' - Available to Daemons of Slaanesh, it has Rending for some superfluous reason (sidenote: does this mean that Rending bestowed by Slaaneshi Daemonhood does not stack with close combat weapon profiles?)but causes an additional wound on a failed Initiative test. Kinda meh: would've been better priced at 5pts. instead of 10. *'''1 - Burning Blood''' - Every wound suffered in combat causes d3 bolter shots to the offender. It's... not bad but not good, largely because (once again) that all-Space Marine metagame makes this of marginal benefit, and non space marines tend to come in such numbers that taking out 3 of them is just a drop in the bucket. *'''2 - Cleaving Strike''' - A 6 to Hit doubles the attack's Strength. Cute; pairs nicely with an Axe of Khorne on Daemons of Khorne if you have the Blood God's favour. *'''3 - Corrosive Breath''' - A Flamer with +1 Strength and Armourbane. Very useful for defense and offense against hordes and (mainly lightly armoured) vehicles. *'''4 - Spell Breaker''' - Adamantium Will. Not as good against Grey Knights as you expect, due to most of their psychic powers being blessings. *'''5 - Warp Breath''' - Range 18" S8 AP4 Assault 1 with Soulblaze. It's also okay - the high-strength is nice for high-BS Daemons but it's let down by the low AP. Great for sniping [[METAL BOXES]]. *'''6 - Warp Strider''' - +1 to Reserve Rolls for the daemon and his unit. Hell yes - bring your motherfuckers in on a 2+! ====Greater Rewards==== These are, without a doubt, the best choice of rewards, with a decent price and some pretty big bonuses. If you don't like what you get (and most of them are pretty sweet), you can always exchange it for one of the awesome Greater Magic Weapons. *'''0 - Greater Magic Weapon''' - as per lesser rewards, you can opt out of whatever you rolled for one of these. **'''Greater Etherblade''' - a +1 S, AP2, master-crafted melee weapon. A damn good bargain at 20 pts.! **'''Blade of Blood''' - for Daemons of Khorne, AP2 and, technically Rampage (the rule it self is worded such as that it gives the wielder rampage but the weapon does not have it itself), but Unwieldy. It combines well with the axe of Khorne or an Eitherblade granting +1 attack since there both specialist weapons and the axe strikes at initiative while the Blade grants rampage even if you do not use it! It's great for Thirsters and DPs but also swell on Heralds or Bloodreapers looking to pick up horde-mulching duty. Grab an Etherblade, Greater Etherblade or Axe of Khorne with itfor either Master Crafted or character hunting and that bonus attack. **'''Mutating Warpblade''' - for Daemons of Tzeentch, power sword that turns slain Characters and MCs into Chaos Sp... [[Chaos Spawn|things that never should be named]]. It's very good, but the hard part is slaying the enemy character or Monstrous Creature. Works for some characters, but monstrous creatures may a bit tough. **'''Balesword''' - for Daemons of Nurgle, poisoned 4+, Instant Death and what is basically Gauss. The ultimate anti-MC weapon when given to a Daemon Prince or GUO; just remember to tie up the enemy whatsit with another unit first lest your DP get gibbed by Overwatch. **'''Lash of Despair''' - for Daemons of Slaanesh, 2d6 attacks at the user's base strength up to 12" away. Were this weapon rending, you could have had yourself a rather brutal long range weapon. As it stands, it's just an unreliable form of anti-air when loaded onto a flying DP. If you want it to be a bit more of a Reliable Anti-air weapon, you can use psychic powers that buff strength to increase the power of this weapon. *'''1 - Corpulence''' - +1 Wounds and It Will Not Die. Very useful although funny to picture on anything Slaaneshi. *'''2 - Daemonic Resilience''' - Feel no Pain 4+. This + Greater Daemons = Your opponent's tears. *'''3 - Dark Blessing''' - Can reroll ALL Invulnerable saves. Fuckin' A - you just improved your invulnerable save by about 1.5. Marginal improvement for Daemons of Tzeentch, though. *'''4 - Hellfire Gaze''' - A Tau Fusion Blaster with Lance instead of Melta. This one is ''excellent'' for anything with a BS of 6 or more - Bloodthirsters, Keepers of Secrets, Lords of Change and Heralds of Khorne/Slaanesh, specifically. *'''5 - Touch of Uncreation''' - Fleshbane and Armourbane on all melee attacks. This is the one you hope and pray to roll for your close combat Heralds. Greater Daemons and DP's also benefit from not having to Smash to pop vehicles. *'''6 - Unbreakable Hide''' - 3+ Armor Save. What's that? You're a DP with Warp-Forged Armour or a Bloodthirster? Well that's what the greater magic weapon is for! If you're any other Greater Daemon or a Herald, this is awesome because free-ish [[Pauldrons|power armour]]! ====Exalted Rewards==== Ostensibly, you only ever want to buy Exalted Rewards for your GDs and DPs - they're just too expensive and don't do enough, plus the MC Daemons can afford to purchase more rewards than Heralds, just in case. Exalted Rewards can still be swapped out for Hellforged Artefacts from the Chaos Daemons codex. This means Heralds can take the Grimoire/Portalgryph which is the only time Exalted Rewards are not a waste for Heralds. *'''0 - Hellforged Artefact''' - You get a special artefact of your choice, selected from one of four lists dependent on which Chaos God the model is associated with.[This is incorrect. Curse of the Wulfen DOES NOT replace the old Hellforged Artefact table. Any exalted reward roll may be swapped out for a 0 which allows user to select one item from the Hellforged Artefact able. The new artefact tables can be taken by any unit which can take Daemonic Rewards. The artefacts, however, do not count toward the maximum allowable reward points. Each Daemon can only take ONE artefact from ANY hellforged artefact table so you cannot take one from the new book and one from the table in the old book on the same model.] *'''1 - Doubly Blessed''' - You get a reroll on the table and a Lesser Reward free of charge. In a word, [[AWESOME]]. This is the sort of thing you want to get as a DP. *'''2 - Riftbringer''' - At the end of the combat phase, roll 2d6 and add +1 for every three wounds the daemon caused. On a 9+ you can create a new unit of troops, just like a 12 on the Warp Storm table. Watch the Hive Tyrant flip the table after all his gaunts poof into warpspawn. *'''3 - Souleater''' - If the daemon causes any wounds in combat you gain a wound up to a maximum of 10. Nice! *'''4 - Unholy Frenzy''' - Rage and Rampage. If you're a Daemon of Khorne and you're planning on rocking a Blade of Blood, this can be moot, so make sure you roll Exalted rewards before the greater ones since if you get Rampage here you can roll for something different from the Greater rewards. If you roll this and you haven't taken the Eternal Blade yet, you probably want to exchange it for that. *'''5 - Warp Tether''' - The first time the character would die he is instead placed in reserve with one wound left. Trolliest, by far. *'''6 - Wind of Chaos''' - Strength 2d6 AP4 Blast, Large Blast if you roll an 11 or 12. ===Daemonic Loci=== Now Heralds may take a special upgrade called a Locus, giving a special bonus to themselves and any unit they join. Unlike most things in the book you can actually choose which one you want, although there are limitations based on the herald's allegiance. ====Khorne==== *'''Lesser Locus of Abjuration:''' Gives Adamantium Will to the unit for a 5+ Deny the Witch! save. Honestly, it's probably not worth it, if just because the most powerful psychic powers are almost all buffs, which aren't affected by DtW anyway, plus the Greater and Exalted Loci of Khorne are generally more useful for your purposes (which is killing things). Still, it's cheap and, if you think you'll go up against an army (like Chaos Daemons ja ja) that could spam offensive psychic powers, it might just be worth it. *'''Greater Locus of Fury:''' RAGEEEE!!! This little Locus is essential on Bloodletters, being the cost of two Bloodletters but boosting their melee punch far more than that. It's not as good on other units, since they generally have plenty of attacks to begin with, considering it's only five points less than the Exalted Locus. *'''Exalted Locus of Wrath:''' HATRED (against EVERYTHING)!!! It's 5 points more than the Greater Locus, but this one is far more useful to Khornate units that ''aren't'' Bloodletters, since they have more attacks anyway. That being said, this shouldn't be considered absolutely necessary; it's a neat boost, but it also requires a (comparatively expensive) Herald to run with the unit. This is especially good with the new formations which allow units to be affected by more than one Locus. A unit of flesh hounds from the Murderhoarde formation combined with a Herald (exalted locus) and Karanak (greater locus) would have both rage and hatred. ====Nurgle==== *'''Lesser Locus of Virulence:''' 6s to Hit always wound on a 2+. Adds a bit more punch to your plagues, alright for 10 points. *'''Greater Locus of Fecundity:''' Feel no Pain. Makes Plaguebearers who are in cover harder to crack than terminators, or better yet, there is nothing against a herald with this joining up with the Beasts of Nurgle, Toughness 5, 4 Wounds, Shrouded, It Will Not Die, and Feel no pain? that's a nightmare to try and kill! *'''Exalted Locus of Contagion:''' 6's to Hit generate an additional hit that always wounds on a 4+. Go kill some MCs. ====Slaanesh==== *'''Lesser Locus of Grace:''' Move Through Cover. Good on Slaanesh cavalry and chariots. *'''Greater Locus of Swiftness:''' +5 Initiative (WHAAAAAA...?) *'''Exalted Locus of Beguilement:''' Reroll all failed to Hit rolls, the opponent must always accept your challenges and YOU decide who accepts. ====Tzeentch==== *'''Lesser Locus of Transmogrification:''' When a Pink Horror is slain, the unit gains d3 Blue Horror tokens instead of one. It's a cheap, melee gimmick. Since your Horrors shouldn't be in close combat anyway, it's probably rarely a good choice, but if you have a few more points to spare, it could be useful. *'''Greater Locus of Change:''' The whole unit's Strength is randomized (1d6) at the start of each turn. This cannot end well. **On the other hand, Tzeentch stuff only has a strength of 3 anyway, so on a 4+ you're getting better, on a 3 you're normal, and on a 1 and 2 you're screwed, so the odds are in your favor. If you think you might need to assault with Horrors, consider this one. *'''Exalted Locus of Conjuration:''' +1 Strength to all Psychic Powers. Pretty straightforward. ===Psychic Powers=== Chaos Daemons have a nifty bonus in that they all start with their respective God's Primaris power. The powers are mostly full of mind bullets but each power set specializes into a different kind of mind bullet. Tzeetch is random, but has anti infantry and anti tank powers. Nurgle laughs at everything with a power armor save, Slaaanesh has less random psychic abilities at the cost of being slightly less powerful than Tzeentch powers. Something to keep in mind given how spell heavy you are is that spells have their own phase so you can still run in the shooting phase, this is very important and gives you army a unexpected degree of slipperiness. The God-specific discipline tables got a massive overhaul with the Warzone: Fenris book. Now it gives a full table with 7 powers (Primaris+6 others), each is EXTREMELY useful when used with the intended God, and can have ways of benefiting rival gods too! Stick with Malefic, summoning varied cheese is too powerful.
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