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===Army Wide=== '''Daemon of the Ruinstorm:''' Start off pretty basic. ''Fear'' (with immunity to Fear), 5++ invulnerable save, ability to auto-pass regroup and pinning checks, but can never fail morale if they're outmatched. If they ever fall back, they instead suffer Perils which is on a unique table for them: *On a 1, they go WS/BS/I 1, take d3 automatic wounds with no saves, and lose all Warp Charges if casting. *On a 2-5, just suffer d3 automatic wounds without saves and both sides get d3+1 warp charges if casting. *On a 6, add +1 to WS/BS/I and you gain d3 charges. '''Parting the Veil:''' All your daemons are in reserve and instead you place 5" circular markers ''(3 for a main army, 1 for an allied detachment)'' in a clear space 6" from the edges and 12" from other warp markers and objectives. These things do have a use, though, in that they block all infiltrators within 12", count as impassable terrain and give grant a cover save from shooting as if it was an intervening model. All Daemon models must start the game in reserve, and can '''only''' be deployed from a warp marker ''(if there is no space to deploy them, they stay in reserve)''. On turn 1 units arrive on a 3+, but for the duration of the game you apply no reserve modifiers at all, '''ever.''' In addition: <u>All Daemons of the Ruinstorm can re-roll their invulnerable saves if they are within 6" of a warp rift, including your opponents warp rifts.</u> '''Tides of Madness:''' The strength and toughness of these units are subject to how long the battle has lasted. While they're stronger for the first two turns, after turn four they start getting weaker and weaker. Remember that this applies to all shooting attacks as well, since they depend on the user. Make sure you take advantage of the early bonus, since it's effectively a -1 to wound your units when they arrive, so they are a little bit safer. By the time the game gets to turn seven and a -2 penalty, there aught to be a an apparent winner by that point anyway. It just means you are less likely to steal the game back. '''Malefic Daemonology - The Evolution of Hell:''' If you happen to use the Malefic Daemonology discipline to summon daemons units from this list onto the tabletop, none of the above rules apply. Instead they get the generic ''Daemon'' and ''Fearless'' rules and are never subject to an Aetheric Dominion. The use of this tactics page is still relevant because a summoned unit can take one Emanation for free when it arrives, and mostly functions the same way as their primary counterpart. *This even applies where they are summoned onto a tabletop that already has Daemons of the Ruinstorm in the army. Daemons of the Ruinstorm generally don't have access to Daemonology powers, but this applies where you might have summoners in a different detachment. So you could conceivably have conjured units be more powerful than their counterparts at the end of the game when the Tides of Madness kicks in.
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