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===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.
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