Editing
Warhammer 40,000/Tactics/Daemons of the Ruinstorm (30k)
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Special Rules== ===Force Organization Charts for the Age of Darkness=== '''<u>Crusade Force Organization Chart</u>''' Pretty balanced. This is the one that most players think of when building their army lists and will be using most of the time. *'''Compulsory:''' 1 HQ, 2 Troops **'''Optional:''' +'''2''' HQ, +4 Troops, +'''4''' Elites, +3 Fast Attack, +3 Heavy Support, +1 Fortification, +1 Lord of War *Allied Detachment available *'''Compulsory:''' 1 HQ, 1 Troops **'''Optional:''' +1 Troops, +1 Elites, +1 Fast Attacks, +1 Heavy Support <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''<u>Optional Force Organization Charts</u>''' Most 30k players will presumably be most familiar with Space Marine armies. In their cases they lose the ability to use a Rite of War the moment they decide to select an alternative FOC, so they tend to get forgotten about and utterly neglected when it comes to army selection. With Daemons of the Ruinstorm '''this is not the case'''. You do not lose anything by switching to a different chart, and with your rather slim selection of choices on the whole you should look at the alternatives any chance you get. <div class="mw-collapsible-content"> '''<u>Onslaught Force Organization Chart</u>''' Extra Heavy Support you say? Extra Lords of War you say? This gives you the opportunity to terrify your opponent when a gang of T8 death machines all turn up on his doorstep that are immune to T4 or below. The trade off is the loss of some troops choices, but you weren't looking to claim objectives, right? With fewer '''compulsory''' troops taxes you can skip the Lesser Daemons and move immediately to the Possessed chaff and save points for the big beasties you really want to take. You also go second, so you give the opponent the ability to mess with your warp markers before you have the chance to do anything about it. *'''Compulsory:''' 1HQ, 1 Troops, '''1 Heavy Support''' **'''Optional:''' +1HQ, +3 Troops, +4 Elites, +2 Fast Attack, +3 Heavy Support, '''+2 Lords of War''' *Can't take Fortification or Allies *'''Rolling Thunder:''' You always go second, unless you can seize the initiative. But you don't really care, you've brought your steam rollers to this fight. '''<u>Castellan Force Organization Chart</u>''' Daemons with castles? Um... not really. This army really depends upon being aggressive, and having fortifications in your deployment zone won't do you any good unless there are objectives that your opponent really needs to wrestle from you. However the compulsory troops tax means that a lot has to be spent on Lesser Daemons and Beasts before you can deploy anything on the table to actually fortify your battlements. *'''Compulsory:''' 1HQ, 3 Troops, '''1 Fortification''' **'''Optional:''' +1HQ, +3 Troops, +2 Elites, +1 Fast Attack, +3 Heavy Support, '''+3 Fortification''', +1 Lord of War *Allied Detachment available **'''Compulsory:''' 1HQ, 1 Troops **'''Optional:''' +1 Troops, +1 Elites, +1 Fast Attacks, +1 Heavy Support '''<u>Leviathan Force Organization Chart</u>''' This could be hilarious... you get ONE UBER DAEMON with a warlord trait, with the ability to add... TWO UBER DAEMONS. All of the traditional rules apply to the primary detachment, so you still get an Aetheric Dominion as well as three Warp Markers. If you don't get first turn you can play the shell game while your opponent has to guess where the big beastie wil come from. Unfortunately an allied detachment has to be a different faction to the primary detachment, so you can't just add in more optional daemons (unless you summon them via conjuration powers). Best saved for smaller games where you get to be [[That Guy]] and spend 600+ points on one unit, while your opponent has to spend point taxes on Troops units that literally cannot hurt you ''(like tactical marines)''. Expect lots of [[Rage]] and nobody to play you ever again. *'''Compulsory:''' 1 Leviathan Lord of War **'''Optional:''' +2 Lords of War *Allied Detachment (Optional) **'''Compulsory:''' 1HQ, 1 Troops **'''Optional:''' +1 Troops, +1 Elites, +1 Fast Attacks, +1 Heavy Support. *Can't take Fortifications *'''The Leviathan Lord of War:''' What it says on the tin. He is now your Warlord, is scoring and gains the following Warlord Trait. *'''Legendary Destroyer:''' The Warlord may fire Overwatch with weapons that AREN'T Primary Weapon or Blast ''(this is lost on Gargantuan Creatures)''. May Overwatch at different targets, but a single weapon may only Overwatch once per turn ''(YMMV)'' Gains ''Monster Hunter'', ''Tank Hunter'' and makes enemies take Fear tests on 3D6 and pick the two highest, now we're talking!. </div> </div> ===Army Wide=== '''Daemon of the Ruinstorm:''' Start off pretty basic. ''Fear'' (with immunity to Fear), 5++ invulnerable save, ability to auto-pass regroup and pinning checks, but can never fail morale if they're outmatched. If they ever fall back, they instead suffer Perils which is on a unique table for them: *On a 1, they go WS/BS/I 1, take d3 automatic wounds with no saves, and lose all Warp Charges if casting. *On a 2-5, just suffer d3 automatic wounds without saves and both sides get d3+1 warp charges if casting. *On a 6, add +1 to WS/BS/I and you gain d3 charges. '''Parting the Veil:''' All your daemons are in reserve and instead you place 5" circular markers ''(3 for a main army, 1 for an allied detachment)'' in a clear space 6" from the edges and 12" from other warp markers and objectives. These things do have a use, though, in that they block all infiltrators within 12", count as impassable terrain and give grant a cover save from shooting as if it was an intervening model. All Daemon models must start the game in reserve, and can '''only''' be deployed from a warp marker ''(if there is no space to deploy them, they stay in reserve)''. On turn 1 units arrive on a 3+, but for the duration of the game you apply no reserve modifiers at all, '''ever.''' In addition: <u>All Daemons of the Ruinstorm can re-roll their invulnerable saves if they are within 6" of a warp rift, including your opponents warp rifts.</u> '''Tides of Madness:''' The strength and toughness of these units are subject to how long the battle has lasted. While they're stronger for the first two turns, after turn four they start getting weaker and weaker. Remember that this applies to all shooting attacks as well, since they depend on the user. Make sure you take advantage of the early bonus, since it's effectively a -1 to wound your units when they arrive, so they are a little bit safer. By the time the game gets to turn seven and a -2 penalty, there aught to be a an apparent winner by that point anyway. It just means you are less likely to steal the game back. '''Malefic Daemonology - The Evolution of Hell:''' If you happen to use the Malefic Daemonology discipline to summon daemons units from this list onto the tabletop, none of the above rules apply. Instead they get the generic ''Daemon'' and ''Fearless'' rules and are never subject to an Aetheric Dominion. The use of this tactics page is still relevant because a summoned unit can take one Emanation for free when it arrives, and mostly functions the same way as their primary counterpart. *This even applies where they are summoned onto a tabletop that already has Daemons of the Ruinstorm in the army. Daemons of the Ruinstorm generally don't have access to Daemonology powers, but this applies where you might have summoners in a different detachment. So you could conceivably have conjured units be more powerful than their counterparts at the end of the game when the Tides of Madness kicks in. ===Aetheric Dominion=== First things first, you ''may'' take a Aetheric Dominion, which basically means which [[Chaos God|mysterious intelligence]] your army is representing, there are six. Each gives you access to specific tools, warlord traits, and a new primary objective you can select instead of the normal ones for the scenario. There is no absolute requirement that you take the new objective as in some cases your army selection may favour a different play style, or render some objectives too difficult to achieve. '''[[Chaos Undivided|Resplendent Terror]]''': Your generalist dominion, this lets you select anything from any other dominion, but without any further benefit. *'''Objective:''' grants 1 VP whenever you destroy an enemy unit or make an enemy unit flee the battlefield. *This objective is quite easy to obtain unless you are the unluckiest person alive and can't destroy units. Points will be scored naturally as the game progresses so you just focus on choosing appropriate targets and rolling dice. '''[[Khorne|Crimson Fury]]''': You give ''Rage'' to your Infantry, Beast, and Cavalry units and ''Rampage'' to your Monstrous and Gargantuan Creatures. All units <u>must</u> Declare a charge if they are within 12" of an enemy unit at the start of the Assault phase. Any models can get the '''Brass Collar''' emanation. *'''Objective:''' gives 1 VP for any unit killed in combat (friend or foe), be it from combat, overwatch, or sweeping. *Again, an easy objective especially because you can score points by losing. However be aware of especially shooty armies who refuse to get close to you; or going too heavily with your own ranged weapons and accidentally destroying a target you'd rather have destroyed in melee. '''[[Tzeentch|Maddening Swarms]]''': Your units can all take an extra emanation and have access to the '''Warp Scions''' emanation. All units capable of manifesting psychic powers but chose not to do so must roll an extra D6 when taking morale or leadership checks for the rest of the turn. *'''Objective:''' gives you 1 VP for every unit you kill with a psychic power, netting a +1 bonus if the power used up 4+ power points. *This objective can be quite difficult to make work for you, as it really forces you to invest in witchfires rather than any other kind of buff/debuff powers which are probably better for you overall. *If you can resist the urge to go all out with psykers, the extra emanation on every unit allows you to really tailor them to fit your needs better than any other. Then just play the mission normally. '''[[Nurgle|Creeping Scourge]]''': Your Infantry, Beast, and Cavalry units get ''Feel no Pain (5+)'', while your Monstrous and Gargantuan units gain ''It Will Not Die'' instead. All units must roll an extra d6 when sweeping or running and pick the lowest. Everyone has access to '''Miasma of Rot'''. *'''Objective:''' nets you 2 VP at the end of the game for each table quarter that has a warp rift with no enemies within 6" of it, but a friendly daemon is within 6". This includes enemy warp rifts in a daemon mirror match. *Never forget the reroll granted by warp rifts. A rerollable 5+ will block about 55% of wounds, on top of getting Feel No Pain. You will need some units to sit on the rifts for the duration of the game but they will effectively become immovable objects. '''[[Slaanesh|Lurid Onslaught]]''': Your entire army gets ''Hit and Run'', but now the only cover they will ever benefit from is from Jink. All units can buy '''Stupefying Musk.''' *'''Objective:''' you score 1 VP for every failed morale check ''(including Fear and Pinning checks, but not regroup checks)'' but if any unit ever passes by rolling a double 1 you lose d3 VP. *Remember that ALL daemons cause ''Fear''? It is possible to rack up multiple VPs from the same unit each turn through successive Pinning > Shooting Morale, > Fear > Combat Morale checks. This might be unlikely, but you have LOTS of avenues for scoring points. However it depends on who your opponent is: Against low Ld Auxilia this will be a winner, but against Talons of the Emperor or [[Ultramarines|certain]] [[Salamanders|flavours]] [[Death Guard|of]] Space Marine, you are probably going to want to skip this objective and play the mission normally. '''[[Malal|Mirror of Hate]]''': Your entire army now hates daemons and psykers and will never ally with anyone. *'''Objective:''' gives you +1 VP for every daemon or psyker unit you kill, but you lose 1 VP for every daemon or psyker unit you lose. If, at the end of this whole mess, your total score is 0 VP, you're considered the winner. Because Nihilism. *If it wasn't already obvious, this entire Aetheric Dominion ''really'' requires you to know your opponent in advance, otherwise the benefits are lost. Even against psyker heavy armies like Thousand Sons where you actually do get your ''Hatred'', it is worth considering whether there are enough units where you can realistically generate a positive score at the end of the game. Otherwise the objective should be just skipped and the mission played normally. *Bear in mind that Possessed are neither daemons, nor do they give victory points out under any circumstances. It is ''possible'' to play an army heavy on mortal troops that cannot generate a high negative VP score, but that requires a level of planning that even Tzeentch might be scratching his head at. ===Emanations of Horror=== Because of how 'new' and undocumented daemons were in this age, you have the free reign to build whatever weirdass monstrosities you want using a list of mutations familiar to 4E Tyranids players rather than the gifts of 6/7E Daemons. *'''Miasma of Rot''' ''(Creeping Scourge)'': Any models in base contact or engaged with a unit with this rule take -1 to their Toughness (or -1 to the AV on all sides if facing a vehicle). **The toughness penalty is not cumulative, and does NOT affect Instant Death thresholds. Still a good buy though, as in many cases it provides a +1 to wound bonus against the standard fare. *'''Brass Collars''' ''(Crimson Fury)'': Adamantium Will and a 3+ Save. By the Gods, they've done it...they brought back the 3E Bloodletters...sorta. Objectively better than Warp-Scaled Hide and frequently cheaper. *'''Stupefying Musk''' ''(Lurid Onslaught)'': Any model charged by or engaged with a unit using this rule must test Morale each fight phase or have their Initiative reduced by 1, which is not devastating, but can be useful. *'''Warp Scions''' ''(Maddening Swarms)'': Only available to your lower units, but it gives them Brotherhood of Psykers at PL1 and access to either Smite, Flame Breath, Assail, or Psychic Shriek. '''Melee Attacks''' *'''Crushing Claws:''' Give your models the ''Rending'' in close combat *'''Flensing Talons:''' Your models can buy ''Shred'' for cheaper than they can buy the more prevalent ''Rending''. *'''Horned Crown''': Grants ''Hammer of Wrath'', and ups it to d3 hits if the unit already has it. *'''Sundering Fangs''': Any model in this unit can give up their attacks to make one big blow at initiative 1 with double their strength (max 10) with ''Sunder''. **It's worth mentioning that even though this is available to Monstrous Creatures, there is no point in buying it for them. The ''Smash'' rule they have already allows them to double their strength for a single attack, with penetration rerolls, all <u>without</u> reducing their initiative. '''Ranged Attacks''' *'''Bone Shard Harpoons''': Cheap ranged attacks. S:User and AP4 with ''Pinning''. **Highly recommended for Lurid Onslaught armies, since every failed pinning check is an extra VP, and a unit can take multiple pinning tests per turn until they actually fail. *'''Corrosive Vomit''': Every one per three models can make an S:User AP5 template attack with ''Soul Blaze''. One per three models means you can now have an entire mob of daemons just laying down the mother of all overwatches against biker gangs. The models chosen to do the shooting may be changed each time the unit it selected to fire. *'''Flaming Ichor''': Another shooting attack for every one in five models, now in diet phosphex flavor. 12" S:User AP5 assault 1 small blast with ''Soul Blaze'' and ''Crawling Fire''. It's hardly going to wipe out any number of legionaries in an instant, but it's a dogged persistent thing. *'''Rift Barb''': A single model in the unit gets a 12" S+2 AP3 shot with ''Armourbane'' in case you don't like contending with tanks or dreads up close. **Save it for characters, or small units, as otherwise you are paying a lot of points for only one model's benefit. *'''Spine Volley''': The cheap shooting attack. At S-1 AP5 and Assault 2, you're essentially rapid firing warp bolters for first few turns. '''Other''' *'''Daemonic Wings''': Your infantry models are now jump infantry models. Be aware that your monstrous creatures become Jump MC, not Flying MC. *'''Ephemeral Terror''': Super cheap. Your unit now suffers no penalties to Initiative when charging through terrain, but returns to base initiative afterwards. *'''Lord of Sorcery''': Only available to Daemon Lords, Greater Daemons, and Chosen. Two levels can be purchased for Greater Daemon and Chosen and access to any discipline that isn't Daemonology. A Daemon Lord can than buy as many level as it wants. The rules state that powers may be "selected" instead of "generated", so it could be argued that you can choose your powers instead of rolling for them on the tables, but it is likely that this is just another mistake in book 8 and choosing your powers instantly puts you in ''[[that guy]]'' territory, so apply caution. *'''Molten Blood''': We've seen similar rules here: unsaved wounds deal an S:User AP- hit upon those who inflict it. If you're going to take this,save it for the Monstrous/Gargantuan Creatures rather than your mook units. *'''Shroud of Darkness''': Anyone charging your unit can't get an extra attack. While the big leagues won't be too broken up by this, the smaller ones will hurt hard. *'''Quicksilver Speed''': Units gain ''Fleet'' and ''Move through Cover''. Can be useful on basic troops, but full use is wasted on over half the army list. *'''Warp-Scaled Hide''': A 3+ save for the other daemons, but considerably more expensive for the non-mook daemons.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information