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===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.
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