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Warhammer 40,000: Kill Team (HoR)/Tactics/Chaos Daemons(8E)
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==Armoury== *'''Well of the Warp''': Leader only. This lets you summon a setpiece on a turn that isn't spend summoning. This allows you to use this as both a summoning point as well as a safe spot to drop in models from reserves. *'''Transpicious Orb''': Leader only. Lets you summon d3 daemons on one turn, which is pretty much for a bad situation where you need reinforcements. *'''Sceptre of Summoning''': Heralds only. This lets you add +1 to summoning rolls, but it both replaces a weapon (RIGHT OUT FOR KHORNE) and deals a mortal wound if you roll a 1 on the ritual. This is best used on Tzeentch heralds, as they wouldn't give two shits on giving up their piddly knives. *'''Grand Blood Sacrifice''': Lets you summon instead of consolidating on a turn where your leader slays a character - awfully situational and hinges upon needing to pass for...a lesser daemon. *'''The Infinity Tome''': Psykers only. This grants your psyker all powers of their discipline, but this is a major pigeonhole by forcing you to cast each power once before you can cast a power again - in essence, never unless you actually play past 6 turns. *'''Spell Snare''': Psykers only. For 5 points, you can actually hijack a spell your model denied. While it won't let you cast again, this is an incredible idea and it stays during campaigns (though you need to buy it again every time you use it). *'''Gorewards''': {{W40kKeyword|Khorne}} only. Cheap, but it forces any psykers within 12" that roll a 5+ on casting to count as rolling a 6+. At the least, it'll force perils on every smiting, and thus force your enemy to either risk losing their psyker or risk your daemons biting their legs off. *'''Hellwrought Pathways''': Your model never deals with difficult terrain on the charge, but this can also be used against you. Measure the benefits carefully when taking this and make sure you didn't just paint a giant bullseye over your head. *'''Discorporate''': Dirt cheap, but it allows a model to disregard any damage they took on the turn they died and get back to fighting on the next turn. *'''Dire Agenda''': Extra attacks per lost wound. Sounds tempting, but also suicidal as all get-out. Also worthless on Tzeentch leaders, since their deal's more on shooting and casting. *'''Impious Misdirection''': Cannot be taken by {{W40kKeyword|Khorne}} models. Any models in need of protection, this gives a model and anyone within 1" of them a -1 to hit in combat - a good enough boost, but in exceedingly short range. *'''Boiling Ichor''': Deals an S4 AP-1 hit to anyone who injures this model. *'''No Escape''': For any models that live and die in melee, this lets you make one more attack should an enemy within 1" fall back. *'''Unthinkable Fate''': For those few daemons with guns, this lets you kill and force enemies within 6" of the victim test for Nerve. *'''Localized Warp Storm''': Despite the name, all this amounts to is essentially a daemon-branded Smoke Grenade. One point within 8" becomes a bad zone to shoot through, and blocks LoS. *'''Balescry''': Lets you re-roll a random objective/setpiece. Definitely convenient for a scout. ===Artefacts of the Empyrean=== Unlike most relic-type weapons, these have the added penalty of giving a free VP if the bearer is killed. *'''Herobane, the Duelist's Zweihander''': {{W40kKeyword|Khorne}} only. You got a pretty beefy power sword for your boss at S+1 AP-3 D2. Especially worthwhile in single combat, where the wielder can re-roll 1s to hit. *'''The Biting Betrayal''': {{W40kKeyword|Slaanesh}} only. This thing's only a decent weapon at AP-1 D2, but there's a bigger gift here: if an enemy within 3" rolls a 1 to hit in close combat, they'll instead hit another enemy. This can potentially run a bad round of combat for your enemy. *'''Pestiferous, the Boiling''': {{W40kKeyword|Nurgle}} only. You get a curious bolter-like gun with Assault 4. This makes you a decent gunner, but your BS is still swingy. Your only benefit from this is re-rolling 1s to wound. *'''The Mirror of Regrets''': {{W40kKeyword|Tzeentch}} only. This lets you replicate any weapon the wielder was attacked with in melee. That power fist? Yours. That super-special chainsword? YOURS. Of course, this issue with this is that it expects you (a fucking daemon of Tzeentch, with your non-existent gains) to fight in hand-to-hand combat and not at range or with powers. *'''The Kin-Gift''': Leader only. It's not very remarkable for a sword, with S+1 AP-1, but it re-rolls all hit and wound rolls against other {{W40kKeyword|Chaos}} models, making it insane for an anti-Chaos matchup. *'''The Herald of Ruin''': One-part Instrument, one-part gun, all-part reference. As an instrument, it doubles all benefits offered, and as a gun, it's only slightly better than a flamer with assault d3 S4 AP-1 D1.
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