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===Warp Storms=== It's back, and it's a lot less prone to fucking you over! At the start of each '''Battle Round''', you roll 8d6. Each 4+ gives you a Warp Storm Point, which you can then spend on certain phenomena. There are, however, three drawbacks: * While there are Undivided events, the God-aligned ones only work if the entire detachment is aligned with that one god. This can prove to be problematic for any mixed-god armies. * You do not save any points between turns by default. You'll need to spend all the ones you get, as the abilities that do let you save them are few. * You can't use the same effect more than once per Battle Round, limiting the utility of effects like Otherworldly Tread that need to be spent on a per-phase basis or like Magnified Glory that need to be spent per-turn. ====Warp Storm Budget==== Here are the odds you'll have ''at least'' the listed amount of WSP to spend (on average, you will have 4, but the odds of you having exactly 4 is only 27.34%). Remember, costs are never 0, 1, or 6+, while only 1 effect is cost 5 and it is Undivided, whereas Undivided has no cost-4 effect and every God has at least 1. #99.61% #*Can't afford anything. #96.48% #*1xWC2. #85.55% #*1xWC3 or 1xWC2. #63.67% #*1xWC4 or 1xWC3 or 2xWC2. #36.33% #*1xWC5 or 1xWC4 or 1xWC3+1xWC2 or 2xWC2. #14.45% #*1xWC5 or 1xWC4+1xWC2 or 2xWC3 or 1xWC3+1xWC2 or 3xWC2. #03.52% #*1xWC5+1xWC2 or 1xWC4+1xWC3 or 1xWC4+1xWC2 or 2xWC3 or 1xWC3+2xWC2 or 3xWC2. #00.39% #*1xWC5+1xWC3 or 1xWC5+1xWC2 or 2xWV4 or 1xWC4+1xWC3 or 1xWC4+2xWC2 or 2xWC3+1xWC2 or 1xWC3+2xWC2 or 4xWC2. ====Warp Storm Effects==== {| class="wikitable mw-collapsible mw-collapsed sortable center" style="text-align:left;" |+ style="white-space:nowrap;" | '''Warp Storm Effects''' |- ! scope=col | God ! scope=col | Name ! scope=col | WSP ! scope=col | Timing ! scope=col | Description |- style="background-color:#fbfbfb;" ! scope=rowgroup rowspan=8 | Undivided ! scope=row | Dark Invigoration | style="text-align:center;" | 5 || Start of Any Morale || Costly, but it lets every unit in your army regain d3 wounds/resurrect d3 W1 models during the Morale phase. Considering how easily you'll lose models not only by combat but by attrition, you'll be wanting this more than you'd like. *This is especially wicked for Horrors, as this lets you resurrect Pinks even after they've split off. |- style="background-color:#eeeeee;" ! scope=row | Descending Shadow | style="text-align:center;" | 3 || Start of Enemy Shooting || Enemies shooting at daemons from over 12" away take -1 to hit. Very necessary for early-game antics, considering the limited saves of most non-Tzeentch daemons. |- ! scope=row | Magnified Glory | style="text-align:center;" | 3 || Start of Any Turn || All auras gain +3" for the turn. Nice! |- ! scope=row | Primeval Terror | style="text-align:center;" | 3 || Start of Any Turn || Improves the Daemonic Terror aura of all units to now take away 2 points of Leadership, lasts until end of turn. Especially handy for a mono-Daemons army that's planning to make deep-strikes. |- ! scope=row | Insidious Whispers | style="text-align:center;" | 2 || Start of Enemy Psychic || Until end of phase, your daemons gain a new 12" aura. While inside it, enemy psykers trigger perils on any set of doubles rather than just 1s or 6s. |- ! scope=row | Malicious Misdirection | style="text-align:center;" | 2 || Start of Enemy Reinforcements || Until end of step, enemy Strategic Reserve units can only be set up as if it were the second battle round. |- ! scope=row | Music of the Warp | style="text-align:center;" | 2 || Start of Your Turn || Until end of turn, any units with Instruments expand their Daemonic Terror aura to 12". |- ! scope=row | Otherworldly Tread | style="text-align:center;" | 2 || Start of Your Movement or Start of Your Charge || Until end of phase, your units can move or charge without any penalties. |- style="color:#8b0000;" ! scope=rowgroup rowspan=3 | Khorne ! scope=row | Fury of Khorne | style="text-align:center;" | 4 || Start of Your Fight || Your entire army gets an additional attack during the fight phase. Sadly you won't get more, but it's a follow-up to help clean up any straggling units. |- style="color:#8b0000;" ! scope=row | Overwhelming Rage | style="text-align:center;" | 4 || Start of Enemy Movement || During the enemy's movement phase, roll a d6 for every engaged enemy (that isn't aircraft) that attempts to flee your units; on a 4+, that unit cannot flee, trapping them for another round of violent murder. |- style="color:#8b0000;" ! scope=row | Burning Terror | style="text-align:center;" | 2 || Start of Your Shooting || Roll a d6 for each enemy unit within 24" of your units and not wholly within Area Terrain, dealing d3 MW for each 6. Really only there for an opening salvo, pinging a spare wound or two before the charge. |- style="color:#387439;" ! scope=rowgroup rowspan=3 | Nurgle ! scope=row | Swarming Insects | style="text-align:center;" | 4 || Start of Any Fight || During the fight phase, enemies take -1 to hit your forces, driving home how much of a tarpit they can be. |- style="color:#387439;" ! scope=row | Plague of Rust | style="text-align:center;" | 2 || Start of Any Fight || During the fight phase, your melee attacks improve their AP by 1 when fighting vehicles. Got a dreadnought you plan to tear down? Lots of Rhinos? Spill this out to topple them. |- style="color:#387439;" ! scope=row | Wave of Sickness | style="text-align:center;" | 2 || Start of Your Shooting || During your shooting phase, roll a d6 for every unit within 12" of your plagueboys, dealing d3 MW on a 6. Nurgle doesn't have as much ranged combat, so this can give you something to soften enemies up before charging. |- style="color:#471F5F;" ! scope=rowgroup rowspan=3 | Slaanesh ! scope=row | Mesmerizing Dance | style="text-align:center;" | 4 || Start of Any Fight || Your entire army fights first. With how flimsy your army is, you absolutely need this as an advantage. |- style="color:#471F5F;" ! scope=row | Lightning Speed | style="text-align:center;" | 3 || Your Movement or Charge || Until end of turn, all units add +1 to their advance or charge rolls. A shame that you can't get anything better, but this gives you something reliable. |- style="color:#471F5F;" ! scope=row | Dark Hallucinations | style="text-align:center;" | 2 || Start of Enemy Turn || During the enemy turn, roll a 2d6 for any enemy attempting an action within 12" of your perverts; if this roll beats the enemy's Leadership, the action fails and the enemy takes d3 MW. |- style="color:#471F5F;" ! scope=rowgroup rowspan=3 | Tzeentch ! scope=row | Deluge of Fire | style="text-align:center;" | 4 || Start of Your Shooting || Your entire army adds +1 to BS. With the massive amount of shooting you have, you'll absolutely love it. |- style="color:#471F5F;" ! scope=row | Sorcerous Winds | style="text-align:center;" | 3 || Start of Your Psychic || Your psykers gain +1 to their casting checks. Though you don't have as many psykers as you used to, this will be useful for those you do have. |- style="color:#471F5F;" ! scope=row | Rampant Mutation | style="text-align:center;" | 2 || Any Fight || During the fight phase, any natural 6s to wound deal an additional mortal wound, to a maximum of 3 per enemy unit per phase. Absolutely pointless on your Horrors, but it's a gift to your Screamers and monsters. |}
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