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===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.
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