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Mozzamanx
31-08-2008, 19:15
Ello chaps,

I was thinking that, while Greater Daemons were fine and all, they should really be head and shoulders above a Daemon Prince. Furthermore, the generic profile really didn’t make much sense when compared to the background of each individual Daemon. So I figured why not make some Daemonic special characters, for use with Chaos Marines. I haven’t got any names yet, but I have some rules ready. Please note that I don't have access to Daemons of Chaos, so it may be that their rules are better anyhow.
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Each Daemon costs 240pts. They all have the Fearless, Eternal Warrior and Monstrous Creature rules.


Bloodthirster

WS6, BS0, S9, T5, W4, I2, A5, Ld10, Sv2+

Unstoppable Assault- Recieves +2 Attacks, +1 Initiative and +1 Strength on the charge.
Red Haze- Declare during one of your Movement phases. For this turn, the Bloodthirster recieves a 3+ Invulnerable Save, and your entire army gains Fleet of Foot. One use only.
Armour of Khorne- Gives a 2+ Armour save.



Great Unclean One

WS4, BS3, S8, T7, W5, I2, A3, Ld10, Sv3+

Swarm of Flies- Anyone in base contact suffers -1 WS. You may also direct the flies as a ranged weapon. Range 18”, S4, AP-. As they wriggle through armour plates, you may reroll wounds.
Scabhide- Gives a 3+ Armour save, and you can reknit wounds. At the start of your turn, roll a D6 for every wound lost so far. On a 6, it is regained.
Festering Blade- You may reroll failed to-wound rolls, and all wounds inflicted count as 2.
Phlegm- You may make an extra attack in combat in addition to normal hits. This automatically hits, and wounds on a 2+. Saves are allowed as normal.



Keeper of Secrets

WS6, BS0, S5, T5, W3, I6, A5, Ld10, Sv--/ 4+

Unnatural Grace- May move as if eqipped with a Jump Pack, and gives a 4+ Invulnerable Save.
Dance of Slaanesh- Gives D3 extra attacks in close combat
Siren- Attacking models must take a Leadership test in combat. If they fail, they make no attacks and are hit automatically.


Lord of Change

WS4, BS5, S4, T4, W4, I5, A4, Ld 10, Sv--/ 4+

Staff of Change- May be used either as a Power Weapon or a Power Fist. Allows the bearer to cast 3 Psychic powers a turn, and automatically passes all Psychic tests. He knows the powers listed below.

Warpfire- Range 18, S4, AP3, Assault 4
Barrier of Entropy- Grants a 2+ Armour Save
Rift- Range 24, S9, AP2, Large Blast. You must stay still to fire it, and it scatters 2D6. Can only use once per game.

Farsight- The Chaos player may reroll all Reserve rolls, and the Daemon may reroll all Hits and Wounds in combat. Gives a 4+ Invulerable Save.

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Whatcha reckon?

Are they priced fairly? I’m worried 1 or 2 may be too powerful for the costs, so I’d like any input on the matter.

Thanks for reading!

Hellebore
01-09-2008, 03:56
Why don't you just use the entries from the daemon codex? Some of those stats seem a bit wonky, like T5 bloodthirsters.

Hellebore

Firaxin
01-09-2008, 04:36
And W5 Unclean ones...