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==Psychic Powers== ===Tzeentch Discipline=== Only {{W40kKeyword|Tzeentch}} {{W40kKeyword|Daemon}} {{W40kKeyword|Psykers}} may roll powers on this chart. #'''Boon of Change:''' An ok, but not really power. WC7 selects a {{W40kKeyword|Tzeentch}} {{W40kKeyword|Daemon}} unit within 18" and gives it a mutation! d3- 1:(is +1 Attack), 2:( is +1S) , and 3 :(is +1T). #*Good for buffing up {{W40kKeyword|Tzeentch}} HQ's (T8 LoC is nice) and CSM allies (notably Daemon Engines), but rather useless on most Tzeentch Daemon Squads. #'''Bolt of Change:''' Basically a targeted Smite. WC8 now, a little bit easier to cast. However, auto causes an enemy unit within 18" to take d3 Mortal Wounds! If you kill a character, it becomes a spawn! Also it says clearly in the codex that you have to pay reinforcement points for the spawn in competitive games, which is fucking stupid. #'''Gaze of Fate:''' WC6. If manifested, you can re-roll a single die roll later that turn. Free re-rolls are always useful and it does not eat a command point. #'''Treason of Tzeentch:''' The cool one. WC8. You can choose an enemy character within 18", except the enemy warlord. It is then yours for the Shooting, Charge and Fight phases! Edit: as well as beating the WC8 you must also then roll HIGHER than the target's leadership on 2 dice (and that's before modifiers by the way), considering that most Characters have a higher than average Leadership value this power becomes vastly unreliable and a very rare sight. Although bear in mind that most imperial knights have the character keyword so if you get this off on one of them you'll see a massive pay off no doubt. #'''Flickering Flames:''' WC5. A friendly Tzeentch unit within 18" gets +1 to wound rolls when shooting. Your Horrors can now hold their own in the shooting phase even without smite spamming with this active. Also useful on a unit of Flamers next to a Herald: S5 flamers with +1 to wound will wound most non-vehicle/monster units in the game on 2+. #'''Infernal Gateway:''' WC 8. If manifested, identify the nearest visible enemy model within 12" of the psyker. Enemy AND friendly units] within 3" of the targeted MODEL take d3 mortal wounds or d6 instead if you manifest this with a 12+. Ideal for punishing enemies that like to huddle close to characters with auras. Rejoice! The god of magic has blessed his lesser manifestations with a discipline that's actually worth using! * Overall you should probably run Boon of Change or Flickering Flames on your heralds, theyโre the only powers they can (somewhat) reliable cast. * Never take Bolt of Change on Heralds, because Smite is a lot easier, has 50% more range and higher average/potential damage. On a big bird/Kairos taking/casting Bolt of Change is ok, as they will succeed more often and they can cast it in addition to Smite. * Treason of Tzeentch is unreliable in extreme, e.g. on a character that has LD7, you need to roll 8+ two times in a row and everything with LD10 is basically immune to this power. *Infernal Gateway is also tough to activate without the Minions of Magic strat, but unlike Smite or Bolt of Change it can hit multiple units at once. Just make sure it doesn't hit your own units in the process though. *Gaze of Fate is an absolute must-have no matter what your plan is. It's practically a CP re-roll that doesn't use up the CP- which means you can use them on other Stratagems instead. Always have at least one Psyker that can use it at any given time. ===Nurgle Discipline=== Only {{W40kKeyword|Nurgle}} {{W40kKeyword|Daemon}} {{W40kKeyword|Psykers}} may roll powers on this chart. *'''1 - Stream of Corruption:''' WC5, and flinging ' d3 mortal wound' poo on the closest enemy unit within 7" or d6 if said unit has 10 or more models. *'''2 - Fleshy Abundance:''' WC5, you can recover d3 wounds of a friendly {{W40kKeyword|Nurgle}} {{W40kKeyword|Daemon}} unit within 18". Nice to keep a Soul Grinder, DP or GUO alive to actually see the charge. If you're allying with [[Death Guard]], use this on a group of 3 [[Myphitic Blight-Hauler|Myphitic Blight Haulers]] to create a near-immortal, high speed blob of death. *'''3 - Nurgle's Rot:''' WC7, Roll a d6 for every unit within 7" of the Psyker. on a 4+, the unit suffers d3 mortal wounds. Nurgle units are unaffected. Similar to the Death Guard Stratagem of the same name, but doesn't use CP and can be used more than once per game. *'''4 - Shriveling Pox:''' WC6, select an enemy unit within 18" and visible. Until the start of your next psychic phase, they have -1 toughness. Yes, this can affect vehicles. Combo with Virulent Blessing for extra Nurgle-tainted cheese. *'''5 - Virulent Blessing:''' WC6, a friendly Nurgle Daemon unit within 18" gets +1 to their wound rolls, and if they roll a 7+ to wound the attack does double its normal damage. So any 6s do double damage, essentially. *'''6 - Miasma of Pestilence:''' Just like it was in the Death Guard Codex, but it targets {{W40kKeyword|Nurgle}} {{W40kKeyword|Daemons}}. WC6, -1 to hit against said unit. Stops exploding attacks and such. Great discipline overall: Stream of Corruption is actually a better Smite vs 10+ units, Virulent Blessing makes your Plaguebearers wound Guardsman on a 2+ (with the Heralds Aura even MEQs) and Fleshy Abundance is a heal, so you want that immediately. Highest WC of 7 means the whole discipline is relatively easy to cast too! ===Slaanesh Discipline=== Only {{W40kKeyword|Slaanesh}} {{W40kKeyword|Daemon}} {{W40kKeyword|Psykers}} may roll powers on this chart. *'''1 - Cacophonic Choir:''' WC6. Roll 2d6 (add 2 if WC roll was 10 or higher) targeting closest visible enemy unit within 18". That unit suffers a mortal wound for each point that your 2d6 exceeds their leadership. It's basically a gambler's version of Smite. Harder to make work but potentially more damaging when it does work. Given how widely available LD modifiers are for Chaos, you can potentially make this power do 2d6-1 (or +1, if you roll 10+ for casting) mortal wounds... What a sweet song this Choir sings. **The benefit this power has over other leadership bombs is that it doesn't rely on the enemy failing a morale test for it to be effective. Armies whose morale loses are capped at one (like Dark Angels) or normally have such low model counts thay they never worry about morale (like Custodes) are just as susceptible to Slaaneshi mind-fuckery as everyone else. This also means that single-model units that normally never take morale tests can be affected. **Tyranids in particular can go fuck themselves. Synapse only lets units automatically pass morale checks, it doesn't modify their genrally terrible leadership. For reference, a mighty Carnifex has a base leadership of ''six''. Bask in your opponent's despair when his bioengineered killing machine shits itself to death. *'''2 - Symphony of Pain:''' WC6. Nearest enemy unit within 18" suffers -1 To-hit until the start of your next psychic phase. Potentially a great pick against more Elite Armies. By far the best power of the three, reliable to cast and guaranteed to be useful against anything that ain't a flamer. Cast while using Deamonettes with the Masque for fun and profit. *'''3 - Hysterical Frenzy:''' WC8. Targets a friendly unit of Slaanesh Daemons that is in combat and lets them pile in and fight as if it were the fight phase. Killy Slaanesh daemons are getting an additional fight phase? Can be useful. But keep in mind that you'll have to survive at least one Fight phase, but with all of that Attack and to hit penalties that should not be hard, also, as WC8 it's not easy to get off. It is also great for allied Warp Talons, Possessed or Mutilators of Slaanesh that ''can'' survive a round of combat. *'''4 - Delightful Agonies:''' WC5. select a friendly Slaanesh unit within 18" of the psyker. they get a 6+ FNP save. A nerfed version of the Chaos Space Marine power. WC5 instead of 6, but I'd rather have the 5+ FNP for the higher cost. Even though it shares the same name as the CSM version they swapped the WC and FNP bonus for no reason so for psychic focus purposes, you will never use this over the CSM version. *'''5 - Pavane of Slaanesh:''' WC6. select an enemy unit within 18" and roll a d6 for each model in it. On a 6+, the unit takes a mortal wound. An excellent horde-buster that gets more powerful with the size of the targeted unit. *'''6 - Phantasmagoria:''' WC6. Enemies within 18" get -1 Leadership until your next Psychic phase. Greatly stacks with other -LD sources and Cacophonic Choir. Quite spectacular, but requires some brain power and some luck. Cacophonic Choir is a great "anti-anything except FNP" power but requires LD modifiers (So, Night Lords are now Slaanesh best friends, hah). But with them and some good rolling you can do 8 MORTAL WOUND ON AVERAGE (min 3, which still pretty great). Symphony of Pain, paired with our new Warlord Trait and stratagem, reducing enemies attacks characteristics, helps our rather squishy daemon almost to become unkillable for our opponents. Hysterical Frenzy is hard to get, but another round of combat is great! Especially if we are talking about Daemons of Slaanesh. Delightful Agonies is... eh, it's the worst one, it had its WC and FNP numbers swapped around for literally no reason so its a neutered version of the DH power with the same name. But still, it's basically "almost" free FNP for our squishy troops, so it's okay. Pavane of Slaanesh is just Tzeentch stratagem, but a lot better and doesn't require our CP. Phantasmagoria has a great potential, since it works with Cacophonic Choir, and being 12"(!) AOE can have a great impact on the battlefield. ===Dark Hereticus=== Per the Demon Codex, Be'lakor has access to the following three powers from the Dark Hereticus Discipline. Sadly, no warptime or Prescience. *'''1 - Infernal Gaze:''' WC5. Pick an enemy unit within 18" to have a staring contest with and roll 3 dice; any results of a 4+ cause a mortal wound. While not as spammable and reliable as ''Smite'', it can target specific enemy units rather than just the closest. *'''2 - Death Hex:''' WC8. Target an enemy unit within 12" - they cannot take invulnerable saves. There is a very crucial difference between Death Hex and Null Zone; Null Zone is a 6" bubble around the psyker, whereas Death Hex has a longer 12" range and can choose a specific target, which arguably makes it much more flexible. Since you're only unable to target characters in the Shooting phase, you can strip Girlyman or Cawl or Celestine of their invuln save and then rip them to pieces in close combat. *'''3 - Gift of Chaos:''' WC6. Targets an enemy model within 6 inches. Roll a die. If you roll higher than the model's toughness, it suffers d3+3 mortal wounds. If a Character is slain, add a Chaos Spa.... err, an unnameable beast to your army. RAW this states it targets an enemy model, but also RAW mortal wounds roll over, so it can and will hurt multi-model units if you roll well.
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