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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 no 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==== *'''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''' - 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''' - 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. **'''Plague Flail''' - +1 Strength, suckers must pass a Toughness test or suffer an additional wound. Not bad, but the Balesword is way better. **'''Witstealer Sword''' - it has Rending for some superfluous reason 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... okay. *'''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. *'''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. Meh. *'''6 - Warp Strider''' - +1 to Reserve Rolls for the daemon and his unit. Hell yes! ====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. It is ''so worth'' 20 pts.! **'''Blade of Blood''' - for Daemons of Khorne, AP2 and Rampage, but Unwieldy. 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 for 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''' - 2d6 attacks at the user's base strength up to 12" away. Should this weapon be rending, you have yourself a rather brutal long range weapon. It is also otherwise a nifty albeit unreliable form of anti-air when loaded onto a flying DP. *'''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? Oops! 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. *'''0 - Hellforged Artefact''' - You get a special artefact of your choice. There's only four of them this time around, read up on them below. *'''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. *'''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. ====Hellforged Artefacts==== *'''The Eternal Blade:'''Frankly, with a name like that I expected something a little more impressive. It's a close combat weapon that gives its user +1 Strength and +d3 WS, Initiative and Attacks. On one hand, even a humble Herald can become a rapetastic murder-machine, but having AP- will get you in trouble against anything with a decent save (i.e. just too many things, what with the five and more Marines codices we've got around). On the other, giving it to a Greater Daemon (other than the Bloodthirster and Keeper of Secrets) or Prince can solve this little problem (on average, a Daemon Prince will be WS10 S7 I10 A7-that's even better than a Keeper of Secrets or Bloodthirster in terms of damage output!), but do you REALLY, absolutely need to be WS or I 10 instead of 9? Slap it on a Lord of Change or a Great Unclean One if you REALLY wanna get the most out of the stat buff. If you want to kill stuff, then go with a Herald of Slaanesh, Rending with enough attacks can hew though terminators (which says nothing of the WS and Initiative buff putting it on par with a KoS). *'''The Portalglyph:''' Simply put, it's a Random Daemon Generator: it sits around as an immobile vehicle with 12 Armor all around and 1HP, and every turn there's a 50% chance it will spawn a unit of d6 Daemonic Troops of your choice. The true purpose of the Portalglyph is to spawn tarpits to tie up shooty squads for a turn saving your bigger units from being gunned down and they could serve as late game objective grabbers. Alright, here's why this thing sucks: first, if you hope you can just place it behind a building and enjoy an endless tide of free reinforcements, think again - it has to be summoned during the game and scatters 4d6" from its owner (side note: no idea whether this thing can claim benefit from Icons as it technically doesn't deepstrike, RAW) although at least it can't suffer a mishap. Second, this thing is incredibly fragile and you're basically giving your opponent free VPs. The final nail in the coffin is that as of 7th Ed, your psykers can do its job better with Daemonology. What's really sad is that this thing could've been cool - if it was actually a fortification instead of equipment, had more HP and didn't have such retarded deployment rules, it would've been so much more useful! *'''The Doomstone:'''The doomy stone of doom is actually a pretty nifty assassination tool. At the start of each fight sub-phase, all non-daemon characters in the same combat as the bringer of doom must pass a Leadership test or permanently lose d6 Leadership for the rest of the game, and if they reach 0 they're DOOMED. Dead - as in "removed as casualty," as opposed to "suffers instant death." It's fucking hardcore, no ifs and no buts! The problem with this is that it will usually be on a big Greater Daemon, where the Eternal Blade would allow you to just kill the enemy instead of waiting for the doomy stone of doom to do its work. The other problem is that most characters you care about killing aren't going to fail leadership tests very often. *'''The Grimoire of True Names:''' Funny, this used to be an anti-daemon tool in the Daemonhunters army, Phil Kelly and Robin Cruddace pulled a Ward. A powerful defensive tool with a catch: on a 3+ the user can improve the Invulnerable save of a single friendly unit by +2 (so to a 3++ in most cases), but on a 1 or 2 it's instead worsened by -1. Alternatively, in a mirror match you can use it to debuff the save of enemy daemon units. It can be especially useful with Kairos Fateweaver who allows a single dice to be re-rolled. Also, seeing as Tzeentchian daemons reroll Invulnerable save rolls of 1, this can bring Fateweaver to a 2++ rerollable. Sure, while the Change powers are mediocre, Biomancy and Telepathy primaris powers are pretty good, the former being a TEQ killer, and the latter OMNOMNOMs horde squads with low LD. Combining the those two and the primaris Change power can still do a good amount of damage.
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