Editing
Grimdark Future/Tactics/Wormhole 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!
==Unit Analysis== ===Daemons of War=== The Daemons of War are bluntly simple with their passions: ripping things up in close quarters. Your is Furious as par for the course, and you have beasts that are even Fast on top of that. Another benefit is that you have ways of blunting psychics in the area just by existing. The issue in Firefight is that War was seriously gimped by the loss their other units. This distils you to the essence of War, but it comes at the cost of flexibility and mobility. ====Rules==== *''Resistance (X):'' Any psychics within 18" must take a -X penalty to their casting rolls. *''Symbol of War (X+):'' When this unit is activated, roll a d6; on a X+, an enemy unit within 18" takes 3 AP 2 hits. This gives you enough to bloody an elite unit or tank. ====Unit Analysis==== *'''Champion of War:''' Essentially an elite blood warrior with the option for a Symbol of War at a 4+. Your weapons all tote AP 2 at the least, (With the flame hammer giving Rending and the flame spear giving Deadly 3 but only one attack). Whatever you pick, you are still a murder machine, though now you should consider hiding in a unit since you're at Tough 3 on a 4+ defense. *'''Blood Warrior:''' Your basic infantry has Furious and AP 2 on their attacks, making them very keen on ripping apart heavy infantry or battle brothers. Grab a command group and they get fear while a banner of war gives allies Impact 1. You can also give the unit a different set of weapons, be it a second CCW, Rending or AP 4. These guys benefit more than any other from exploiting Ambush, since they have no other means of getting close and will die if they get hit. *'''Blood Hound:''' Blood hounds are Tough 3, but they aren't quite as outwardly threatening. They're no less threatening however, having Fast and Furious as well as a 4+ defense to protect them. You can buy the pack Resistance 1 or Impact 1 depending on what exactly you plan on doing with them. ===Daemons of Change=== The Daemons of Change are more defensive than most. The entire army has Stealth across the board. The daemons of change are also very focused on casting, as all the heroes have some manner of Psychic potential. ====Rules==== *''Symbol of Change X+:'' When this model activates, roll a d6; on a X+, an enemy model within 18" takes a lone AP 4 Deadly 3 hit, giving a very potent ding on any heavies. ====Psychic Spells==== *'''Breath of Change (4+):''' Friendly unit within 12" can now charge 3", giving you the means to control the flow of battle a bit. *'''Inferno (4+):''' Enemy unit within 12" takes 2 AP 2 hits. Somewhat equivalent to havoc blast, though it hits the entire unit. *'''Cursed Mutations (5+):''' Enemy unit within 18" takes -1 to hit, which can help since you have more squishy models. *'''Fire Storm (5+):''' Enemy unit within 12" must take a dangerous terrain test. *'''Blessed Mutation (6+):''' Friendly units within 12" gain a Regeneration save that passes on a 4+, a great save. *'''Bolt of Change (6+):''' Enemy unit within 12" take an AP 4 hit with Deadly 3. Rest assured that whoever you target, they will DIE. ====Units==== *'''Champion of Change:''' An elite change warrior toting really fancy weapons with AP 1. Alongside those weapons, it also has the option to only take a Symbol of Change 4+ and Psychic 1. For mounts, the champion can ride either a disc of change for Fast, Impact 1, and Strider. *'''Change Warrior:''' Your basic infantry are the only ones out of the entire army to have a stock shooting weapon at AP 1, though it's pretty meager. Their CCWs are also rather meager at only an AP 1 attack that hits on a 5+. Also unique among them is their ability to gain Psychic 1, giving you an extra venue of casting. You can buy a command group for Fear, and then complement it with a Banner of Change to make their melee attacks AP 2. If you're planning on extra melee, you're likely to buy them extra CCWs, though you could also buy them a magical CCW for Rending or a great weapon for AP 3. *'''Pink Warrior:''' Essentially change warriors with a ramped up price tag. Why is that, you ask? Well they have a secret rule that means that if any models die, they become... **'''Blue Warrior:''' Two of these guys. Note that these guys carry no upgrades over and are weaker, but they're protected by the pink warriors until they're all gone. If these guys bite it, then they turn into... ***'''Yellow Warriors:''' This. There is no unit more pathetic as they, for they will immediately die if hit by anything - not even a 6+ defense. You can try to use them to hit back anything while protected by the blues, but by this point the unit's lost. If you buy these guys as-is, then you're getting at least a couple more hits so you can distract snipers or more Deadly weapons since they're in a group of 3. *'''Manta Daemon:''' These guys are very mobile with Fast and Strider while Tough 3 lets them take a blow before they can close in to attack. Their role is to pretty much tie up units so that your others can focus their fire at others. *'''Flame Daemon:''' Pretty much the upgrade to change warriors. Each of them has three AP 1 attacks that can hit a little further away. While they're capable of fighting up close with three attacks hitting on a 4+ and Tough 3, that shooting's what they are best at. ===Daemons of Plague=== The Daemons of Plague are a thematic opposite to the Disciples of Change. Where Change focuses on avoiding getting hit at all with Stealth spam, Plague focuses on taking all blows with Regeneration being freely available while being able to give it back with Poison. This does come at a cost however, as Regeneration makes all units that take it very expensive. ====Special Rules==== *''Symbol of Plague X+:'' When this model is activated, roll a d6; on a X+, an enemy unit within 18" must test for dangerous terrain. This isn't quite as dangerous, so you're less inclined to hesitate on slapping it on your exalted daemon. ====Psychic Spells==== *'''Blessed Plague (4+):''' Friendly unit within 12" gets stealth the next time they get shot at. Now you have protection before AND after you get shot. *'''Muscular Atrophy (4+):''' Enemy unit within 6" must take dangerous terrain test. *'''Toxic Blades (5+):''' Friendly unit within 12" gets +2 to the AP of all melee weapons for the next fight phase, making them super dangerous on heavy armor. *'''Deadly Poison (5+):''' Enemy unit within 12" takes an AP 4 hit with Deadly 3, making it a big sniping power. *'''Poison Wind (6+):''' Friendly unit within 12" immediately moves 6". Pretty much Havoc Warp. *'''Rot Wave (6+):''' Enemy unit within 12" takes 4 AP 2 hits, making this better for most small units. ====Units==== *'''Champion of Plague:''' Weaker than the other heroes, but still retains the resilience of Regeneration and capacity to be Psychic. Your weapons all have Poison, meaning that it won't interfere with any of the weapon choices, whether you just take a plague hammer for Rending on top of Poison or the plague spear for AP 2 Deadly 3. *'''Plague Warrior:''' These daemons have Regeneration, so they're more than capable of taking the same abuse any of their colleagues can and then some. The banner of plague grants allies Rending, which goes well with the Fear given by a command group. Its base weapons are decent enough with Poison, though like other warriors you can upgrade them for a second, a magical version with Rending or a version with AP 2. *'''Plague Swarm:''' The swarms are slightly less accurate, but give you more attacks and Tough 3. This makes them a little better suited for tying up distraction units. *'''Plague Fly Rider:''' Your Plague Warrior now has Strider to become more mobile and an extra three attacks with AP 1 from the fly's stinger. Your options are cut pretty short in return, only getting the command group's Fear, the ability to add Poison to those new stinger attacks and a ranged Poison attack. ===Daemons of Lust=== Lust is all about speed. Your units have some form of Fast to allow them to cover ground quickly and a lot of attacks. They'll need those attacks because they lack any special defenses or much AP. Their melee game contrasts with War because Lust focuses more on throwing tons of die whereas War is about making hits that cut down enemies while laughing at their armor. ====Special Rules==== *''Symbol of Lust X+:'' When this unit is activated, roll a d6; on a X+, two enemy units take 3 hits each. This isn't quite as powerful as the other symbols, but it gives you more firepower since it hits more units. *''Very Fast:'' Fast +1. The unit can move 12" and charge/rush 24". ====Psychic Spells==== *'''Twisted Ecstasy (4+):''' Enemy unit within 12" suffers -1 to shoot on their next turn. Important since you're only protected by a mere 2+ save for the most part. *'''Seizure (4+):''' Enemy unit (range indeterminate) takes an AP 2 Deadly 3 hit. Another psychic sniping spell. *'''Pleasure (5+):''' Friendly unit within 12" gets Regeneration whenever they suffer wounds next. Awesome. *'''Pain (5+):''' Enemy unit within 12" takes 3 AP 2 hits. Not much, but it can soften up a bigger unit. *'''Frenzy (6+):''' Friendly unit within 12" immediately charges 6" and gets +1 to hit them that turn. Most spells just settle for moving you into combat, but this makes sure the charge actually takes. *'''Overload (6+):''' Enemy unit within 6" take a single wound for each model, making it way deadlier for hordes. ====Units==== *'''Champion of Lust:''' The lust warrior that wields a staggering number of attacks. The fact that it has so many makes any weapon appealing, even the otherwise very risky spear. The lust champion is the only other hero that can take a mount: a lust beast for Very Fast and Impact. *'''Lust Warrior:''' Your infantry comes with two attacks, an appreciable benefit alongside Fast. The banner of lust grants Strider, giving the warriors even more mobility. As with other warriors, you can still grab a command group for Fear (in case you wanted to weight combat resolution harder in your favor) and replace the CCWs with either dual CCWs, magical weapons with Rending or heavy weapons with AP 2. *'''Lust Beast Rider:''' Lust warriors are already wicked fast, so the fact that they can ride beasts with Very Fast and Impact 1 just makes them even more blinding. These will absolutely be the first to the fray and the first to demolish. They will also offer a lot of attention, so you'd best make sure they remain on top when it comes to charging. The moment they aren't stuck in is the moment they die.
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
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information