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Warhammer 40,000/6th Edition Tactics/Chaos Daemons
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====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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