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Warhammer 40,000/7th Edition Tactics/Chaos Daemons
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====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+!
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