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===Special=== *'''Eidolons:''' 170pts for 5 + 30ppm. They have a similar role as Imps and die about as fast. They shoot Dark Fire and are a Wizard Conclave that will know up to 2 damage spells ()''Spear of Infinity'' hereditary spell, ''Fate's Judgment'' from Divination, ''Hasten the Hour'' from Evocation, and ''Hand of Heaven'' from Thaumaturgy). Dark Fire will burn through Heavy armour while its Spell selection can deal with individual models and hordes. *'''Hellhounds:''' 175pts for 5 + 20ppm. The Desired improved Warhound. Has better Offence, Lethal Strike, and forces enemies they fight to pass a Discipline test at -1 or else everyone gets to reroll failed wound rolls against them. They run fast and rip out that Scout's or horse's throat. *'''Threshing Engine:''' 155/235/300pts. A Fragile anti-infantry Chariot. The riders and impact hits are a decent AP3 to pierce through most armored humans. It can also be upgraded to be able to fly or be scaled up by up to two sizes bigger with additional riders, pack beasts and impact hits. Likely to be the first thing to ram the enemy with its 10" speed. *'''Titanslayer Chariot:''' 205pts. An Anti-giant Chariot with 2 Myrmidon and a big beast that advances 2" farther and its S7 Impacts Hits(D3+1) deal more damage when charging giants, wheeled carts and monster mounts. Monsters will often be upfront flanks or in front of lines so they can get their charges to be for being mowed down. After that, Drive them into Knights to get some more value. *'''Mageblight Gremlins:''' 175pts for 2 + 33ppm. An ambushing roadblock with poison attacks. Its Gimic is the ability to Ambush within 6" of a model with Channel. When engaged with a Channeler, it gains Combat score equal to the number of non-bound or -Attribute spell it knows. Spellcasters are often either by themselves making them easier to pick off or with an elite bodyguard which the Gremlins will keep them tied down. *'''Clawed Fiends:''' 260pts for 3 + 96ppm. Daemons of [[Vulkan]]. Speedy Ogre likes bodies. They already Smoosh infantry and Smother let's add +1 to hit and wound Larger foes. An all-rounder that would barrel towards a group of knights and Hug them to death. *'''Hoarders:''' 270pts for 3 + 115ppm. A tougher and offensive Roadblock. The longer they stay in combat, the more Grind Attacks they can make. They are also unique in that they can take two Manifestations, unlike other R&F units that can only have one. They are not something to be engaged with and they're not Dwarf Slow, Adv 5" Mar 10". *'''Sirens:''' 195pts for 5 + 25ppm. The Light cavalry. Having Vanguard and Feigned Flight. They can maneuver around the main lines to reach the unprotected rears, archers and cannons. Centipede legs increase board movement, Hammerhands gives the rider (and maybe also the mount?) +1 attack and Roaming Hands improves its flanking attacks. They have 2 Off5 Str4 attacks so they deal damage to a unit's face. *'''Blazing Glory:''' 290pts. a Discount Greater Demon that can take wings, they even can participate in duels and gains stubborn if in one. They have 5 Ap and start with 10 Def and Off, but those stats decrease by 2 as it takes damage. As a lone unit like any other solo beast like help others with flanks or going after weak units (watch them struggle to get over a 6+ def). Try to utilize them as quickly a possible before they get whittled down to being unusable. *'''Hope Harvester:''' 285pts. A Volley Gun on a melee War platform. can make 2d6*2 shots with the ability to spend a vail token for more shots. You can upgrade it to become Gigantic, but it'll become a 0-1 unit in any army with gigantic characters that aren't the Sentinel of Nukuja on a Strixian Spirit and won't count as a War Platform. They will Evaporate those R&Fs and is also suicide to try to tie down. *'''Brazen Beasts:''' 350pts for 3 + 95ppm. a Large shock Cavalry with all parts having Battle focus. The number of powerful attacks makes it perfect for chewing up Knights and Dwarfs. *'''Possessed Giant:''' 295 pts. The giants supplement provides you with a Fearless and Supernal giant capable of buying up to two manifestations from Father Chaos as well as Big Brother. It's power grows with each HP it loses, as Rage +1 attack for each HP lost and at the start of each turn, you roll a Discipline test with a penalty set by how many HP it lost, failing granting it Battle Focus and Frenzy to really make it lose control for the rest of the game.
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