Editing
Warhammer 40,000/9th Edition Tactics/Chaos Daemons
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====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. |}
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information