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Warhammer 40,000/10th Edition Tactics/Chaos Daemons
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===Tzeentch=== <div class="toccolours mw-collapsible mw-collapsed"> All daemons aligned to Tzeentch. <div class="mw-collapsible-content"> ====Characters==== *'''Lord of Change:''' This big chicken has shifted careers from nerdy master of magic to master of (magical) artillery ordinance. It starts with an aura that boosts ranged attacks of friendly {{W40kKeyword|Tzeentch}} units with +1 strength. Then add a barrage of 9 S9 AP-1 attacks (or AP-2 Dd3 if you want to risk ''Hazardous'') from Bolt of Change that could have the ''Ignore Cover'', ''Lethal Hits'', or ''Sustained Hits D3'' rule for that turn. *'''Exalted Flamer:''' A self-important flamer (despite being a character, it can't be the warlord or take Enhancements) with double the wounds and the ability to join other flamers, granting the ever-vital '''Assault''' rule so they can always keep torching things. Unlike their lessers, the Exalted Flamer has two settings on their torches, with Pink Fire being the more familiar heavy flamer with 2d6 hits and the Blue Fire requiring to roll to hit but negates cover and is powerful enough to melt a marine. Whichever way they use it, any non-{{W40kKeyword|Vehicle}} non-{{W40kKeyword|Monster}} unit they hit ''in the Shooting Phase'' has a 50/50 chance of being set on fire until the end of their next turn, dealing no further harm but robbing -2" to their movement and -2 to any advance or charge rolls they make. *'''Fluxcaster:''' Herald on disc. Fast-moving flyer, but Pink and Blue Horror are not fast so this only sees use as a means of escape. Buffs the defenses of horrors by making them -1 to hit. Got a selfish ability to turn one Hit, wound, or Saving throw into a 6 once per battle round incase you want that one model dead or to keep himself alive. *'''Changecaster:''' Herald on foot. The shooty leader, gives Horror fireballs [SUSTAINED HITS 1] and makes one unit take Battle-shock. *'''Fateskimmer:''' Herald on Chariot. He leads the Screamers giving thier bites [LETHAL HITS] and returning the unit to Reserves once per battle at the end of the opponent's turn as to deep strike the next. =====Epic Heroes===== *'''Kairos Fateweaver:''' While the basic bird can act a bit like ordinance, the two-headed one is absolutely dedicated to it with Infernal Gateway having ''Blast'' and ''Indirect Fire'' to get past any campers. While he has a buff aura for friendly {{W40kKeyword|Tzeentch}} units, it doesn't improve anything for them - Instead, whenever you use a stratagem on those units, you have to roll a d6 against the round number and refund a CP if you beat that number. On top of that, he has a single-use ability to force one stratagem that the enemy uses to cost an additional CP to throw the enemy off their game. *'''The Blue Scribes:''' Exist only as a destraction bomb. Inflict MWs to every enemy within 6" (so only during the same turn from Deep strike with DAEMONIC INCURSION detachment). Better Agienst Psycic spam armies like Grey Knights with a 12" -1 to wound aura for Psycic weapons. Job is deep-strike annoy enemy and sponge shot meant for other stuff. *'''The Changeling:''' Loses out on weapon copying but still an Agient of Disruption. Usual Lone Operative, Stealth and even force enemies to pass Battle-shocked to even target him. Has a psychic heavy flamer, but its main use is his Mischief and Confusion ability that causes one enemy in the shooting phase to have -1 to hit or even be unable to shoot at all. ====Battleline==== *'''Pink Horrors:''' Your tarpit unit, still with nesting doll ability for one Pink split into two Blues and Blue into a Brimstone with a 50% chance each time a model is destroyed. Paired with +4 Invul save and Daemonic Manifestation, they are a pain to remove. **'''Blue Horrors:''' As your horrors split, you'll notice that not only do their weapons degrade in Strength and WS/BS, they also lose a point in Leadership and OC. However, a unit comprised entirely of Blues have some special rules not triggered while there are Pinks. *'''Blue Horrors:''' Starting at a weaker form, blues want to get into your face rather than the more range-focused Pinks. ''Infiltrators'' and -1 Leadership within 6" plus Brimstone Horrors exploding into MWs in the fight phase show they want to claim objectives. ====Infantry==== *'''Flamers:''' A bunch of floating S4 AP-1 flamers (that is, actual flamers and not whatever the fuck last edition errata'd them into) with ''Psychic'', protected only by a 4++ save. Fortunately, they remain pretty nimble with a 9" movement and remain able to shoot after falling back. ====Beasts==== *'''Screamers:''' Surprisingly effective S6 AP-2 D2 bites on a very fast if frail platform. In addition, one unit they fly over still get a 50/50 chance of eating a mortal wound. ====Mounted==== *'''Burning Chariot:''' Exalted Flammer shooting combined with some Screamer melee and on a light vehicle profile. If using lots of shooting Daemons, attack with remove Benefit of Cover from one enemy. </div> </div>
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