The 9th Age/Tactics/Daemon Legions: Difference between revisions

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===Core===
===Core===
*'''Imps:'''
*'''Succubi:'''
*'''Lemures:'''
*'''Myrmidons:'''


===Special===
===Special===

Revision as of 20:25, 12 January 2019

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The fair use The 9th Age expy of Daemons of Chaos of Warhammer Fantasy, AKA the exact same Chaos as in Warhammer 40000.

Tactics

The tactics are current as of .205 bata By the designers own emition, each Daemon units was designed to do a specific job, thought they are not completely married to third role.

Army Rules

  • Immortal Denizens

Bonus 2 Veil Tokens (Magic Dice) during the Siphon The Veil phase, any spell made with one or two die have a +1 modifier but fail on a roll of a '1' or '2'. This is an army made to throw a lot of magic out there rather than pushing out one or two big spells, and as a result is not prone to Miscast risks.

  • Aegis

A Daemon-specific stat which is the same as Personal Protection Aegis (AKA Ward Saves), but not having one doesn't prevent the model from gaining an Aegis modifier like it normally would. This dose come at the cost of most units not having to armor and divine weapons make you reroll them

  • Dominion

Character models have the Dominion rules, which they confer to a single friendly unit of your choice within their Commanding Presence range until the next turn. This factors heavily into your army composition.

  • Dark Fire

A special Daemon attack, an 18 inch ranged weapon at Strength 4 and 2 shots as well as the Accurate rule. Armor Save rolls of '1', '2', and '3' are fails against Dark Fire.

Armory

Daemons don't actually get to equip any magic items, and instead only get their own Manifestations. You'll appreciate them much, MUCH more though.

Upgrades come in two kinds, Guiding and Non-Guiding versions. Guiding can only be taken by Characters, and most Guiding Manifestations can be granted to the Rank & File of the entire Unit. Did we mention that Characters can join any Unit regardless of base size? So...basically your VIPs are partially there just to buff the redshirts by hanging out with them.

They don't stack unless stated, so you can't take a Non-guiding and then be buffed by a Guiding version on top of it. But on the plus side they aren't limited to one per army unless there's a limit put on that one specifically.

Note that many of these have the word "Dominant". This has nothing to do with the Dominion rule, it follows the same rule as special items in the core rules where you can never have more than one thing that says Dominant (so your buff-distributing Daemon can't give more than one of these by themselves). Basically anything that is Guiding is also Dominant, with some exceptions.

For the sake of keeping the wordcount low on this page, just assume that anything Guiding grants the ability to the R&F of its entire unit and is Dominant unless otherwise noted.

Father Chaos

  • Dexterous Tentacles

55 points for Guiding, 15 points for Non-Guiding. +1 Agility.

  • Living Shield
  • Chitinous Scales
  • Centipede Legs
  • Unnatural Roots
  • Sorcerous Antennae
  • Mark Of The Eternal Champion
  • Charged Tendrils: 30p. allows for the storage of an addition Veil Token at the end of the Siphon the Veil phase for each time this manifestation is taken to a max of 6 Veil Token. useful if you want to save when your wizards are in a better position, improve Miser of Sugulag's armor, or maximize the Hope Harvester's volleys. only Characters can take them.
  • Tarskin
  • Darkhide
  • Hammer Hands: 35p. + 1 attack value
  • Iron Husk:
  • Brimstone Secretions: 65 points for Guiding, 35 for Non-guiding. Negates Divine Attacks (Magic Attacks). This removes the most direct rock to your Slaaneshi Cibareshi scissors. Almost mandatory for a deathstar of anything.
  • Third Eye
  • Cloven Hooves
  • Withering Vapour
  • Kaleidoscopic Flesh

Envy

  • Venom Sacs: 65 point Guiding, 25 points Non-guiding. Grants Poison Attacks, but if they already had it then it stacks to give automatic Wounds on 5+ instead of 6+. In other words, if you have Poison Attacks you absolutely must take this unless you REALLY need those points somewhere else.
  • Greenfire Eyes
  • Piercing Strike

Gluttony

  • Unhinging Jaw

55 for Guiding, 40 for Non-guiding. Reroll failed To-wound Close Combat against Large or Gigantic models. This is a scalpel against monster mash lists, or certain entire armies (Ogres).

  • Digestive Vomit
  • Broodmother

70 points for Guiding, 40 points for Non-guiding. This one always acts like its Dominant whether your Character has Dominion or not, but cannot be taken by Gigantic models. At the end of each Round where the model's unit was Engaged in Combat, you roll a D6 and add the unsaved Wounds caused by the Broodmother or if actually Dominant by anything in her Unit, and if the result is a 7 or higher you Raise D3 HP. The core rules point out that you cannot Raise beyond your starting Wounds, so you'll want to take this in a big Unit so you can soak up casualties and send it against things that are about its own strength (enemies that are too weak won't hurt you much anyway, enemies that are too strong or durable will kill more than you can damage to get Wounds back). Damn good, but you need to be aware of the way to use it and not assume it'll get you out of any situation.

Pride

  • Horns Of Hubris
  • Stiff Upper Lip
  • Bronze Backbone

Greed

  • Grasping Proboscis

(This may literally be a Happy Merchant meme)

  • Divining Snout
  • Smothering Coils

45 points for Guiding, 20 for Non-guiding. +1 To-wound against models with the Scoring rule. Generally Scoring models are cheap or flimsy ones designed to take and hold objectives, but some are fairly tough or can evenly match your own models in the same role, so this can give you a boost to take them out. Its worth noting that the Guiding version of this is NOT Dominant, so you can take it and another buff.

Lust

  • Hot Blood

35 point Guiding, 15 point Non-guiding. Get Devastating Charge (+2 Agility), providing a total of +3 Agility on the Charge. Pulling off a successful Charge against even Elves will allow you to go faster in almost all cases, letting you get your damage in and even wipe out small units like cavalry.

  • Mesmerizing Plumage

This only has a Non-guiding version, which is Dominant. Friendly Units including the bearer's own in the same Combat as models with this have +1 Offensive Skill and +1 Defensive Skill while Engaged in that Combat. So basically you'll want this Unit to be among friends in the same fight.

  • Roaming Hands

Both the Guiding and Non-guiding versions cost 40 points, but only the Guiding version is Dominant. When attacking an enemy Unit from any angle but the Front (meaning Flank or Rear) your Unit gets +1 Strength and +1 Armor Penetration. You can surprise buttsecks your opponents.

Sloth

  • Segmented Shell

50 Guiding, 35 Non-guiding. When the model suffers a Wound from an Attack with Multiple Wounds, you reduce that Multiple Wounds value by 1 to a minimum of 1. Holy shit, this can be absolutely amazing against certain armies and shuts down many preferred spells in the game.

  • Aura Of Despair
  • Chilling Yawn

75 points for the Non-guiding version, but is Dominant. Enemy Units in base contact have -3 Agility. This is fairly expensive for requiring the model to be in melee, and this specific model has to be in base contact so unless you wipe the enemy unit of aren't afraid of getting hit back then its too expensive just for the lulz that comes from turning Elves into sloths (as in the animal).

Wrath

  • Incendiary Ichor

15 points, Non-guiding version only. The model has Aegis 2+ against Flaming Attacks, and all their Attacks (melee, special, shooting) become Flaming Attacks. Good to build lists to take out specific things, and in particular is good for a duelist so you can negate Regeneration.

  • Whipcrack Tail

Play the best song in the world, or she'll eat your soul. 80 points for Guiding, 50 points for Non-guiding. Grants Lightning Reflexes, although in T9A this translates to +1 To-hit (or on a Great Weapon it allows the weapon to strike at Initiative although since none of the models in the army even have weapons its a moot point).

  • Red Haze

70 point Guiding, 35 Non-guiding. Activate it at the start of any Round of Combat, and all the models of the Unit use it if any of them do. Close Combat Attacks have +1 Strength and Armor Penetration, but Attacks with an unmodified To-hit roll of '1' are dealt against the Unit itself. Do NOT take this on anything where models have more than 1 Attack or Wound. Make your Daemons into good old squabbling Orcs that hurt themselves when there's no Black Orc around to keep the gits moving.

Hereditary Spell

  • Spear Of Infinity, a 4+ cast 24 inch range Missile. Only deals one hit at Strength 2, Armor Penetration 2, and Area Attack of 1x5 (with one model of your choice in the Area Attack getting hit at Strength 5 with Multiple Wounds 2), but every spell other than Attribute spells you cast i the same Magic Phase boost the Strength by 1 point. So while this spell won't mulch entire units, it gives you a concentrated nuke for single models or small units that you can cast with only one die (remember that Immortal Denizens lets you cast at +1, and from a Master Wizard you're already at +1, meaning unless you use three die on this spell then you would be casting it 66% of the time no matter what).

Unit Analysis

Characters

  • Omen of Savar:
  • Kuulima’s Deceiver:
  • Miser of Sugulag:
  • Courtesan of Cibaresh:
  • Maw of Akaan:
  • Sentinel of Nukuja:
  • Vanadra’s Scourge:
  • Harbinger of Father Chaos:

Character Mounts

  • Great Beast of Prophecy:
  • Pale Horse:
  • Burning Wheel:
  • Dark Pulpit:

Core

  • Imps:
  • Succubi:
  • Lemures:
  • Myrmidons:

Special