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2026/01/17 03:59:09
Subject: Middle Daemons And Greater Greater Daemons
Axe Of Khorne-Sweep Range.....Melee
A.............16
WS...........2+
S.............7
AP...........-2
D.............1
Great Axe Of Khorne-Strike Range.....Melee
A.............7
WS...........2+
S.............14
AP...........-4
D.............1d6+2
Great Axe Of Khorne-Sweep Range.....Melee
A.............14
WS...........2+
S.............9
AP...........-2
D.............1d3
Abilities Deadly Demise 1d6, Deep Strike
Khornate Lord In your Command Phase, select a friendly Khorne Legiones Daemonica unit within 9". Until the start of your next turn, each time that unit makes a melee attack, add 1 to the Hit Roll.
Carnage Unleashed At the end of the Fight Phase, you can select one enemy unit within Engagement Range. Roll six d6; for each 4+ that unit suffers a Mortal Wound.
Khornate Leader In your Command Phase, select a friendly Khorne Legiones Daemonica unit within 9". Until the start of your next turn, that unit is considered to be within your army's Shadow of Chaos.
Faction Abilities The Shadow Of Chaos
When Damaged At 6 wounds, -1 to hit rolls and OC is reduced by 2.
Wargear Options May replace their Great Axe Of Khorne with an Axe Of Khorne either:
-Bloodflai
-Lash Of Khorne
Unit Composition 1 Bloody Brute, armed with a Great Axe Of Khorne.
Slaaneshi Lord In your Command Phase, select a friendly Slaanesh Legiones Daemonica unit within 9". Until the start of your next turn, improve the AP of melee weapons equipped by that unit by 1.
Mesmerizing Form[b]
Each time an attack targets this unit, subtract 1 from the Hit Roll.
[b]Slaaneshi Leader In your Command Phase, select a friendly Slaanesh Legiones Daemonica unit within 9". Until the start of your next turn, that unit is considered to be within your army's Shadow of Chaos.
Wargear Abilities Shining Aegis: Grants a 3+ Armour Save.
Faction Abilities The Shadow Of Chaos
When Damaged[b]
At 6 wounds or less, -1 to hit and -2 to OC.
[b]Wargear Options May be equipped with one:
-Living Whip
-Ritual Knife
-Shining Aegis
Unit Composition 1 Sensuous Keeper, armed with Phantasmagoria, Witstealer Sword, and Snapping Claws.
Staff Of Tzeentch Range.....Melee
A.............5
WS...........3+
S.............6
AP...........-1
D.............3
Psychic
Abilities Deadly Demise 1d6, Deep Strike
Tzeentchian Lord In your Command Phase, select a friendly Tzeentch Legiones Daemonica unit within 9". Until the start of your next turn, improve the Strength of ranged weapons equipped by that unit by 1.
Master Of Magic [Psychic][b]
In your Shooting Phase, select one from Ignores Cover, Lethal Hits, and Sustained Hits 1d3. This model's Bolt Of Change has the chosen ability until the end of the phase.
[b]Tzeentchian Leader In your Command Phase, select a friendly Tzeentch Legiones Daemonica unit within 9". Until the start of your next turn, that unit is considered to be within your army's Shadow of Chaos.
Faction Abilities The Shadow Of Chaos
When Damaged At 6 wounds, -1 to hit rolls and OC is reduced by 2.
Wargear Options May be equipped with one:
-Rod Of Sorcerery
-Baleful Sword
Unit Composition 1 Planner Of Ways, armed with Bolt Of Change and Staff Of Tzeentch
*Each time a model is destroyed by this weapon, you can select one friendly Plaguebearers unit within 12" of the bearer and return 1 destroyed Plaguebearer model to that unit.
Abilities Deadly Demise 1d6, Deep Strike
Nurgle Lord In your Command Phase, select a friendly Nurgle Legiones Daemonica unit within 9". Until the start of your next turn, add 1 to the Toughness Characteristic of models in that unit.
Nurgle's Rot [Psychic][b]
At the end of your Movement Phase, select an enemy unit within 12" of this model. Until the start of your next Movement Phase, subtract 1 from the Toughness Characteristic of models in that unit.
[b]Nurgle Leader In your Command Phase, select a friendly Nurgle Legiones Daemonica unit within 9". Until the start of your next turn, that unit is considered to be within your army's Shadow of Chaos.
Faction Abilities The Shadow Of Chaos
When Damaged At 7 wounds, -1 to hit rolls and OC is reduced by 2.
Wargear Options Can replace Plaguel Flail with Bileblade
Can replace Bilesword with Doomsday Bell
Unit Composition 1 Effulgent One, armed with Bolt Of Change and Staff Of Tzeentch
Faction Keyword Legiones Daemonica
Keywords Monster, Character, Psyker, Chaos, Daemon, Nurgle, Effulgent One
Greater Daemons Big ol' buffs getting tossed around here.
Axe Of Khorne-Sweep Range.....Melee
A.............20
WS...........2+
S.............9
AP...........-2
D.............1d3
Great Axe Of Khorne-Strike Range.....Melee
A.............9
WS...........2+
S.............18
AP...........-4
D.............2d3+3
Great Axe Of Khorne-Sweep Range.....Melee
A.............18
WS...........2+
S.............11
AP...........-2
D.............3
Abilities Deadly Demise 2d6, Deep Strike
Daemon Lord Of Khorne [Aura] While a friendly Khorne Legiones Daemonica unit is within 9" of this model, each time a model in that unit makes a melee attack, add 1 to the Hit roll.
Greater Form Add 1 to rolls made for Invulnerable saves against attacks with an original Damage Characteristic of 1.
Relentless Carnage At the end of the Fight Phase, you can select one enemy unit within Engagement Range. Roll eight d6; for each 4+ that unit suffers a Mortal Wound.
Alternatively, you may select all enemy units in Engagement Range. Roll three d6 for each unit selected; for each 4+, that unit suffers a Mortal Wound.
Greater Daemon Of Khorne [Aura] While a friendly Khorne Legiones Daemonica unit is within 9" of this model, that unit is within your army’s Shadow of Chaos.
Faction Abilities The Shadow Of Chaos
When Damaged At 7 wounds, -1 to hit rolls and OC is reduced by 3
Wargear Options May replace their Great Axe Of Khorne with an Axe Of Khorne either:
-Bloodflai
-Lash Of Khorne
Unit Composition 1 Bloodthirster, armed with a Great Axe Of Khorne.
Daemon Lord Of Slaanesh [Aura] While a friendly Slaanesh Legiones Daemonica unit is within 9" of this model, improve the Armour Penetration of melee weapons in that unit by 1.
Greater Form Add 1 to rolls made for Invulnerable saves against attacks with an original Damage Characteristic of 1.
Mesmerizing Form[b]
Each time an attack targets this unit, subtract 1 from the Hit Roll. Additionally, attacks targeting this unit cannot score a Critical Hit.
[b]Greater Daemon Of Slaanesh [Aura] While a friendly Slaanesh Legiones Daemonica unit is within 9" of this model, that unit is within your army’s Shadow of Chaos.
Wargear Abilities Shining Aegis: Grants a 2+ Armour Save.
Faction Abilities The Shadow Of Chaos
When Damaged[b]
At 7 wounds or less, -1 to hit and -3 to OC.
[b]Wargear Options May be equipped with one:
-Living Whip
-Ritual Knife
-Shining Aegis
Unit Composition 1 Sensuous Keeper, armed with Phantasmagoria, Witstealer Sword, and Snapping Claws.
Faction Keyword Legiones Daemonica
Keywords Monster, Character, Psyker, Chaos, Daemon, Slaanesh, Keeper Of Secrets
Staff Of Tzeentch Range.....Melee
A.............6
WS...........2+
S.............8
AP...........-2
D.............3
Psychic
Abilities Deadly Demise 2d6, Deep Strike
Daemon Lord Of Tzeentch [Aura] While a friendly Tzeentch Legiones Daemonica unit is within 9" of this model, each time a model in that unit makes a ranged attack, add 1 to the Strength characteristic of that attack.
Greater Form Add 1 to rolls made for Invulnerable saves against attacks with an original Damage Characteristic of 1.
Master Of Magic [Psychic][b]
In your Shooting Phase, select one from Ignores Cover, Lethal Hits, and Sustained Hits 1d3. This model's Bolt Of Change has the chosen ability until the end of the phase, and scores a Critical Hit on a roll of 5+.
[b]Greater Daemon Of Tzeentch [Aura] While a friendly Tzeentch Legiones Daemonica unit is within 9" of this model, that unit is within your army’s Shadow of Chaos.
Faction Abilities The Shadow Of Chaos
When Damaged At 7 wounds, -1 to hit rolls and OC is reduced by 3.
Wargear Options May be equipped with one:
-Rod Of Sorcerery
-Baleful Sword
Unit Composition 1 Lord Of Change, armed with Bolt Of Change and Staff Of Tzeentch
Faction Keyword Legiones Daemonica
Keywords Monster, Character, Fly, Psyker, Chaos, Daemon, Tzeentch, Lord Of Change
*Each time a model is destroyed by this weapon, you can select one friendly Plaguebearers unit within 12" of the bearer and return 1 destroyed Plaguebearer model to that unit.
Abilities Deadly Demise 2d6, Deep Strike
Greater Daemon Of Nurgle [Aura] While a friendly Nurgle Legiones Daemonica unit is within 9" of this model, that unit is within your army’s Shadow of Chaos.
Nurgle's Rot [Psychic][b]
At the end of your Movement Phase, select an enemy unit within 12" of this model. Until the start of your next Movement Phase, subtract 1 from the Toughness Characteristic of models in that unit.
Additionally, whenever an enemy unit ends any move within 6" of this model, subtract 1 from the Toughness Characteristic of models in that unit until that player's next Movement Phase.
[b]Daemon Lord Of Nurgle [Aura] While a friendly Nurgle Legiones Daemonica unit is within 9" of this model, add 1 to the Toughness characteristic of models in that unit.
Greater Form Add 1 to rolls made for Invulnerable saves against attacks with an original Damage Characteristic of 1.
Faction Abilities The Shadow Of Chaos
When Damaged At 9 wounds, -1 to hit rolls and OC is reduced by 3.
Wargear Options Can replace Plaguel Flail with Bileblade
Can replace Bilesword with Doomsday Bell
Unit Composition 1 Great Unclean One, armed with Bolt Of Change and Staff Of Tzeentch
Faction Keyword Legiones Daemonica
Keywords Monster, Character, Psyker, Chaos, Daemon, Nurgle, Great Unclean One
Notes: Technically a GUO can hit T15, with the Effulgent One buffing them, but that's also 650 or so points.
Gonna have to rename some abilities, but wanted to get text to forum first.
This message was edited 2 times. Last update was at 2026/01/17 04:04:16
Clocks for the clockmaker! Cogs for the cog throne!
2026/01/19 07:49:29
Subject: Middle Daemons And Greater Greater Daemons
Bloody Brute:
Very similar to Khaine, but 50 points cheaper, has deepstrike, and is significantly less durable mostly because he doesn't have the damage halving rule. If I ask myself how many points a 2+ save (vs a 3+) and a damage halving rule is, 50 points sounds like it's probably in the right ballpark, so this feels about right overall.
Sensuous Keeper:
The million mid-strength/solid-damage attacks feels pretty fluffy. And while I haven't crunched the numbers, I suspect that gives you some pretty okay (but not amazing?) damage into vehicles. Which is good because from my tiny bit of daemon knowledge, I don't think Slaanesh has a lot of tools for dealing with vehicles other than fishing for devs.
My only nitpick here is that I don't think the ritual knife competes very well with the living whip. one pip of extra AP probably doesn't offset having half the number of attacks. And while there would normally be an argument for the melee option because you retain the attacks even while tied up in combat, being a monster means that she's going to maintain the whip's attacks anyway. (Albeit at -1 to-hit.)
Planner of Ways:
Having trouble wrapping my head around this guy. Mostly because I know that Tzeentch daemons are relatively varied, but I don't actually know what they do very well. So I'm not sure how much wombo-combo potential there is for him if he buffs a squad of horrors or flamers or what have you.
His personal offense is a little hard for me to get a grip on without crunching the numbers properly. My gut says that if he buffs himself with the bonus strength and goes for sustained hits, he can probably chip away at a T9 vehicle pretty well, but then you're sort of at the mercy of your own damage d3 rolls to do a "worthwhile" amount of damage. He'll be solid into something like marines though, so between that and some *potentially* decent anti-tank abililty maybe he's versatile enough to be considered decent right there.
I think the shooty build is hard to pass on, but the sword is decent enough that the options seem reasonably well balanced against eachother. Especially if you're planning on this guy getting stuck in more often than not.
It's late here. I'll look at the rest when I can.
ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
2026/01/21 17:57:53
Subject: Middle Daemons And Greater Greater Daemons
Blood Thirster:
* Chip damage protection feels more warranted here, I think.
* Mixed feelings about being WS 2+ and also having a +1 to-hit aura. It means that this guy is pretty much immune to to-hit penalties. So any agile/disruptive unit facing him doesn't get to show off their to-hit penalty tricks against him.
* I don't like Relentless Carnage. It's just kind of "free bonus damage" that doesn't really change the decision making process of the fight itself. Compare to something like a tank shock or hammer of wrath style attack that can potentially remove bodies before the fight phase (and also bypasses stuff like Fights First as a result.)
Keeper of Secrets:
* At a glance, I had some concerns about their durability. T11 instead of T12 is a big deal given that lascannons and such are your best bet for dealing with these guys, but being -1 to-hit should theoretically matter a lot vs lascannons. Feels like a bit of a knife's edge in terms of balance. Not sure how it would play out on the table.
* Mixed feelings about not being able to crit against her. It probably works out narratively, but mechanically it's kind of just negating special rules enemy units paid for and maybe depend on.
* Was expecting to see at least one weapon that could take on high-Toughness targets more reliably on its own, but I *think* you have enough volume of attacks wounding on 5+ with good AP to do respectable damage. Death by a Thousand Cuts feels very Slaanesh.
* Shining Aegis feels like an auto-take, but maybe I'm just a coward.
Lord of Change
* Definitely packs a punch. Without mathing it out, I *think* he reliably picks up a non-land raider tank every turn, but so does a riptide. So *probably* fine, but I struggle with balancing knight tier models.
* Rod and Sword feel well-balanced against eachother.
* Seems like the most glass cannon of the greater daemons? Decent artillery piece, but no extra protection against lascannons, etc. Not that a 4++ isn't still pretty solid protection against lascannons.
GUO:
* Fluffy. I like the feel of the healing and toughness-manipulating special rules.
* Kind of worried about this guy's durability. You've simultaneously made him really durable against low-volume attacks like lascannons (fishing for 5+ to wound him, 4++ ignores half the shots that manage to hit and then wound), but you've also made death by a thousand cuts less effective by giving him basically a 3++ against small arms.
I feel like this maybe risks making him one of those units that some armies can answer and others just can't. Like, my craftworlders usually bring some windriders with shuriken cannons. Between lethal hits with rerolls and D2, they can bypass some of his defenses and maybe chip away at him relatively efficiently. But I don't think I realistically have a way to kill him with my GSC or Thousand Sons. (I don't run magnus or vortex beasts, so my Sons' don't actually do a lot of mortal wounds, and they're never packing more than 7 lascannon shots in a list.)
ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
2026/01/21 19:01:37
Subject: Middle Daemons And Greater Greater Daemons