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Made in dk
Hollerin' Herda with Squighound Pack



Denmark

As many have already noticed, daemons have entered Kill team.
As about just as many have also noticed they lack commanders, elites, errata and faction abilities.

So lets fix that here, with the help og All you crazy daemon summoners out there

*Note I just recently bought some daemons for my kid so we could Play at home. So daemons arent my forte.

Errata to Chaos daemons in White dwarf magazine.
Spoiler:

Plagueswords may reroll failed wound Rolls- instead of just rolls of 1.
Reasoning: thats what plagueswords does in w40k... And plaguebearers dmg output isnt crazy high even with that

Icon of Tzeentch cost down from 3 points to 1
Reasoning: thats the cost for heretic astartes and thousand sons, the icon bearer still has a 1 point tax compared to heretic astartes, thousand sons and pink horrors.

Reduce points costs of All Daemonette variants by 1 point.
Reasoning: Daemonettes costs only 6 points pr model in W40K. I dont see Kill team giving Them a big enough advantage to justify a point increase.



Add sniper speciality to horrors.
Add medic speciality to plaguebearers and daemonettes
Add zealot?? To bloodletters

Elite units: flamers of Tzeentch. cost and specialties? Maybe keep it at 25 pts, and access to demolitions, veteran and scout?

Beast of nurgle. Cost and specialities? Maybe down to 25 pts. Veteran and combat, no attention seeker and deadly slime trail triggers on a roll of 6?


Blood crushers. Cost and specialities? Down to 25 pts, no icon or instrument. Combat, veteran? 29 pts for bloodhunter and leader speciality too

Fiends. Cost and specialities? Down to 25 pts, 29 pts for blissbringer. Loose disruptive song. Leader (blissbringer only) combat, zealot, scout, veteran?

Faction abilities (chapter tactics)
A bit more tricky I think. The original daemonic loci, doesnt fit super well into Kill team. For instance loci of Khorne allows rerolling Charges- the same as their icon. Loci of slaanesh allows for advancing and charging- not doable in KT.

So instead I think we should make up our own. Maybe even some non-mono god viable ones?


Variant 1 simple mono-god bonus
Spoiler:
If All daemons have the Tzeentch keywords the Pink horrors gain assault 3 coruscating flames
Maybe also allow the leader to cast a second psybolt.

If All daemons have the slaanesh keywords, All daemonettes gain +1 attack

If All daemons have the Khorne keyword, All bloodletters gain +1 to hit

If All daemons have the Nurgle keyword, All plaguebearers Grants a -1 penalty to hit Them



Variant 2 non-god specific traits

Spoiler:

Warp anomalies: these daemons have only a weak link to the realspace, they must constantly provoke misery, suffering or other Strong feelings in sapient Beings, or else be cast back into the Warp.
Gifts of the dark gods: when advancing the model may ignore other models and terrain- as they flicker in and out of realspace. Furthermore any ranged shooting attack ignores hit penalties due to cover. Lastly when a model Charges an enemy model, and the charging model did not have LOS to the charged model, the charging model gain +1 to hit.

Dark ritual minions: These daemons have been summoned by grisly rituals. Their essence is still bound to their foolish summoners- granting Them extra powers at the meagre cost of some cultists miserable lives.
Gifts of the dark gods: Any leadership roll of a natural 6 is automatically passed and the model removes one of its fleshwound counters - if any. Lastly if a natural 6 is rolled for the test, that model may reroll a failed psykic test in the next phase.

Spawned from Mass hysteria: Strong emotions or unsanctioned psykers can sometimes weaken the veil between realspace and the immaterium. Should that occur These daemons Will leap into this World to wreck Chaos and misery.
Gifts of the dark gods: Enemy models with atleast 1 fleshwound, or below maximum number of wounds suffers a -1 penalty to their LD score when within 12" of one of These daemons. Any Enemy model with atleast 1 fleshwound or below their maximum number of wounds Counts a a friendly daemon model when the daemons are testing for morale.

Splinter of the full scale breach: This is what happens when 2 or more of the Chaos gods have a go at realspace together. Their sibling rivalries are copied by their lesser minions, but they usually dont destroy eachother when there still are sapient Beings around to be killed/tormented/beheaded/eaten/turned/mutated etc.... Usually.
Gifts of the dark gods: any daemon may reroll natural hit, wound and disgustingly resilient Rolls of 1 when within atleast 1 other friendly daemon with another Chaos god keyword than itself.
Sadly only friendly daemons with the same Chaos god keyword Counts as friendlies when the daemon mere to test for morale.




Commanders: heralds?




This message was edited 5 times. Last update was at 2019/08/14 20:06:15


 
   
Made in us
Omnipotent Lord of Change





Albany, NY

Heralds as commanders make sense. A bit underwhelming but that's the last couple editions of 40k Daemons for you.

Related, I set out to try a pure Tzeentch team the other week, even knowing how limited they are. But then I actually read this rule:
Split: Do not make any injury rolls for a [Horror] model. This model is instead automatically taken out of action if reduced to 0 wounds.
Fuuuuuuuuuuuu----- And then I put my box of horrors down and picked up my old CSM team. Auto-dying is bad, especially for such expensive units. Pink Horrors are pretty terrible, but this means the team quickly pops down to a bunch of bodies with no shooting of any kind and just basic ccws with trash stats. So you're playing an objective game? Or something? Until everybody shakes out because garbage LD?

I also don't have the minis to split built nor have any intention of painting them (yes it puts me at a disadvantage but in AOS they give you a little something to do if you don't split), so I guess if we're homebrewing, I'd remove auto-death from Pinks and give them Petty Vengeance ala AOS:
If a friendly Pink Horror model is slain, you can either take petty vengeance or receive 2 Blue Horror Points. If you take petty vengeance, pick an enemy unit within 9" of the slain Pink Horror and roll a dice. On a 6+ that enemy unit suffers 1 mortal wound.
I.e. you can either split or on a 6+ do 1 mortal within, let's say 6".

EDIT: As for monogod buffs, obviously letting Tzeentch cast twice is a given, ala GK.

This message was edited 2 times. Last update was at 2019/08/12 15:17:58


KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in dk
Hollerin' Herda with Squighound Pack



Denmark

I actually bought the Pink/blue/brimstone horrors specifically for Kill team

Ive had 2 games with Them so far- both Tzeentch mono-build.
Ive found Them to very resilient, 4++ save and if you fail IT turns into 2 psykers ,and if they get killed, they in turn turn into another psyker.

Now their shooting sucks, its almost as had as their close Combat abilites :\
The only real offence they have is their one psybolt.

It seems to me the only competitive build is to have atleast 1 or 2 horrors, and the rest something like bloodletters, and maybe a plaguebearer leader.
So if you dont feel like buying a box of blue/brimstone horrors, then you are in trouble:\

I do concur that a Tzeentch mono build should gain the ability to do 2 psybolts a turn.
I like the ideal og your petty vengeance, but would the horrors then be able to gain flesh sounds as normal? Or is that instead of the blue horrors?
   
 
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