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==Special Rules== *'''Daemonic Ritual:''' Any {{W40kKeyword|Chaos character}} can attempt to summon a unit instead of moving. The summoner can only summon daemons of their own alignment. Roll up to 3 d6, you can then summon a unit of equal or less power level than the number rolled. The new unit is treated as reinforcements, can be placed 9" from enemy and 12" from the summoner. Doubles is a mortal wound on the summoner, Triples is d3MW. **Note: A unit only needs to actually have this rule to ARRIVE through summoning, not to be the "summoner." That means anyone with both the {{W40kKeyword|Chaos}} faction and the {{W40kKeyword|Character}} keyword can do so. Cypher used to, but cannot anymore. **'''Arch-Daemonic Ritual:''' The special rule that An'Ggrath, Zarakynel, Aetaos'Rau'Keres, and Scabeiathrax get. Roll 9D6 instead of 3, but your {{W40kKeyword|Character}} gets splattered if you roll triples. (It has some serious problem in that a Bloodletter bomb cannot be upgraded using the banner of blood stratagem, and cannot go into a detachment to build you CP, and your warlord can never be summoned this way) *'''Daemonic Legions:''' Objective Secured, 8th Edition Daemons style. Translated: If your army is battleforged, all Troop Choices in range of an objective marker count as controlling it regardless of how many enemy models are close, unless the opponent's troops have a similar rule. *'''Locus of _God's name here_:''' On all The heralds. Grants their respective Faction's {{W40kKeyword|daemon}} units within 6" gain +S1. As a Primarily melee faction, a point of Strength matters. Also note that because of aura rules that the herald is also affected so that S4 is actually S5. *'''Greater Daemon:''' {{W40kKeyword|Greater Daemons}} are Greater Daemons. Let their respective units within 6" use their Ld of 10. It can Reduce morale casualties. *'''Daemonic Icon:''' A important 15pts upgrade to put on a unit. can take 1 for every 10 models on troops if your need backups. Icons are good because they resurrect a model on a moral test roll of 1, the Dice roll dependent on how expensive they are. *'''Instrument of Chaos:''' 10pt upgrade can be taken in the same amounts as the Icon. Grants +1 to Advance and charge rolls, Necessary in a mostly melee army. *'''Quick PSA about Instruments and Banners:''' One odd quirk about all the Troop choices is that you're given the option to take 1 Instrument and 1 Banner ''per 10 models in the unit.'' However, your unit can only benefit from one each of them. What's the point of this, you may ask? Summoning rolls and reinforcement points in matched, that's why. You see, you still have to spend the points on the models, but nothing says you have to decide what models are in each unit. This means you can have a 30 model unit ready just in case you roll that 15 for summoning, but can bring them in one 10-man unit at a time if you only get a few 5+ rolls and they can all still have those extra goodies to help them out. Food for thought. ===Daemonic Rewards=== Each unit gains an ability depending on which god it's dedicated to. *'''Unstoppable Ferocity:''' {{W40kKeyword|Khorne}} models get this. +1 attack and Strength if they charge, get charged, or performed a heroic intervention. **Now, this helps, but unfortunately Bloodletters and the like may feel it when the enemy kills them before they can strike back. As always, get that charge. *'''Ephemeral Form:''' {{W40kKeyword|Tzeentch}} models get this. +1 to your invulnerable saves (I.E. now most of your units have a 4++ instead of a 5++). **Self-explanatory, really. The only thing this doesn't help against is mortal wounds, but them's the breaks! *'''Disgustingly Resilient:''' {{W40kKeyword|Nurgle}} models get this. It's basically Feel No Pain, roll a die when you get a wound and on a 5+ it doesn't count. **Now back on bog-standard Plaguebearers! Tzeentch only provides a 33% increase in durability, while this provides a 50% increase in durability. Disgustingly Resilient also works against mortal wounds (take that Chicken McNuggets), the only downside is it's mostly useless against weapons that were going to overkill you (if a Plaguebearer gets hit by a D2 weapon, FNP only gives him a 13% increase in durability). Note that it is only worse against things that were going to overkill you, so unless he's down to less than 6 wounds a Great Unclean One will take 33% less damage from a lascannon, while a Lord of Change takes 25% less damage. *'''Quicksilver Swiftness:''' {{W40kKeyword|Slaanesh}} models get this. Models with this confusingly written special rule always attack first in close combat, unless they were charged by something else, or the enemy unit has a similar ability, or a stratagem is used to interrupt combat flow in which case you alternate activation as normal starting with the player whose turn it is. **Basically, it's like you've charged every turn. This rule doesn't really change your tactics much as you ideally still want to be the one to charge first, and Quicksilver Swiftness only really comes into play with combats that last more than one round or if your opponent is charging with multiple units, which is relatively rare in 8th - but it's nice when it does work in your favour. Slaanesh is the weakest Chaos god? Fuck that noise...literally.
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