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===Emanations of Horror=== Because of how 'new' and undocumented daemons were in this age, you have the free reign to build whatever weirdass monstrosities you want using a list of mutations familiar to 4E Tyranids players rather than the gifts of 6/7E Daemons. *'''Miasma of Rot''' ''(Creeping Scourge)'': Any models in base contact or engaged with a unit with this rule take -1 to their Toughness (or -1 to the AV on all sides if facing a vehicle). **The toughness penalty is not cumulative, and does NOT affect Instant Death thresholds. Still a good buy though, as in many cases it provides a +1 to wound bonus against the standard fare. *'''Brass Collars''' ''(Crimson Fury)'': Adamantium Will and a 3+ Save. By the Gods, they've done it...they brought back the 3E Bloodletters...sorta. Objectively better than Warp-Scaled Hide and frequently cheaper. *'''Stupefying Musk''' ''(Lurid Onslaught)'': Any model charged by or engaged with a unit using this rule must test Morale each fight phase or have their Initiative reduced by 1, which is not devastating, but can be useful. *'''Warp Scions''' ''(Maddening Swarms)'': Only available to your lower units, but it gives them Brotherhood of Psykers at PL1 and access to either Smite, Flame Breath, Assail, or Psychic Shriek. '''Melee Attacks''' *'''Crushing Claws:''' Give your models the ''Rending'' in close combat *'''Flensing Talons:''' Your models can buy ''Shred'' for cheaper than they can buy the more prevalent ''Rending''. *'''Horned Crown''': Grants ''Hammer of Wrath'', and ups it to d3 hits if the unit already has it. *'''Sundering Fangs''': Any model in this unit can give up their attacks to make one big blow at initiative 1 with double their strength (max 10) with ''Sunder''. **It's worth mentioning that even though this is available to Monstrous Creatures, there is no point in buying it for them. The ''Smash'' rule they have already allows them to double their strength for a single attack, with penetration rerolls, all <u>without</u> reducing their initiative. '''Ranged Attacks''' *'''Bone Shard Harpoons''': Cheap ranged attacks. S:User and AP4 with ''Pinning''. **Highly recommended for Lurid Onslaught armies, since every failed pinning check is an extra VP, and a unit can take multiple pinning tests per turn until they actually fail. *'''Corrosive Vomit''': Every one per three models can make an S:User AP5 template attack with ''Soul Blaze''. One per three models means you can now have an entire mob of daemons just laying down the mother of all overwatches against biker gangs. The models chosen to do the shooting may be changed each time the unit it selected to fire. *'''Flaming Ichor''': Another shooting attack for every one in five models, now in diet phosphex flavor. 12" S:User AP5 assault 1 small blast with ''Soul Blaze'' and ''Crawling Fire''. It's hardly going to wipe out any number of legionaries in an instant, but it's a dogged persistent thing. *'''Rift Barb''': A single model in the unit gets a 12" S+2 AP3 shot with ''Armourbane'' in case you don't like contending with tanks or dreads up close. **Save it for characters, or small units, as otherwise you are paying a lot of points for only one model's benefit. *'''Spine Volley''': The cheap shooting attack. At S-1 AP5 and Assault 2, you're essentially rapid firing warp bolters for first few turns. '''Other''' *'''Daemonic Wings''': Your infantry models are now jump infantry models. Be aware that your monstrous creatures become Jump MC, not Flying MC. *'''Ephemeral Terror''': Super cheap. Your unit now suffers no penalties to Initiative when charging through terrain, but returns to base initiative afterwards. *'''Lord of Sorcery''': Only available to Daemon Lords, Greater Daemons, and Chosen. Two levels can be purchased for Greater Daemon and Chosen and access to any discipline that isn't Daemonology. A Daemon Lord can than buy as many level as it wants. The rules state that powers may be "selected" instead of "generated", so it could be argued that you can choose your powers instead of rolling for them on the tables, but it is likely that this is just another mistake in book 8 and choosing your powers instantly puts you in ''[[that guy]]'' territory, so apply caution. *'''Molten Blood''': We've seen similar rules here: unsaved wounds deal an S:User AP- hit upon those who inflict it. If you're going to take this,save it for the Monstrous/Gargantuan Creatures rather than your mook units. *'''Shroud of Darkness''': Anyone charging your unit can't get an extra attack. While the big leagues won't be too broken up by this, the smaller ones will hurt hard. *'''Quicksilver Speed''': Units gain ''Fleet'' and ''Move through Cover''. Can be useful on basic troops, but full use is wasted on over half the army list. *'''Warp-Scaled Hide''': A 3+ save for the other daemons, but considerably more expensive for the non-mook daemons.
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