As you can see from my Award-Seeking Retro Reviews I'm a fan of the old chaos fluff, but not so much a fan of the execution.
So I'm wondering if I can come up with some sort of Daemon rules that allow for great variety but still work. here's what I've got.
SUMMARY
Generic lesser deamon stats
Add 1 power at the point cost listed
Add a 2nd power BUT you must also take a daemonic curse
Basically worshiping chaos should have a downside, it ain't all skulls and spikes.
So...
Daemon of Chaos
WS4 BS4 S4 T4 W1 I4 A2 Ld10 Sv5+ (invul)
Fearless, daemon
5-20 per unit 13 points each
DAEMONIC POWERS
You may take one at the points cost listed and a second one at the points listed. If you take a second power you MUST take a Deamonic Curse. All costs are per model.
Generic powers
+1 strength: 2 points
+1 toughness: 2 points
+1 wound: 5 points
+1 intiative: 1 point
+1 attack: 3 points
3+ armor save: 3 points
Shooting powers
Magic bolts (S4, range 12" assault): 2 points
Magic fire (1 model in the squad, any model, may fire a blast of warp flame, S=half the models in the unit,
AP-, template): 2 points
Magic fire (1 model in the squad, any model, may fire a blast of warp flame, S=# of models in the unit, AP2, 24"): 2 points
Close combat powers
rending: 3 points
power weapon: 6 points
poison (wound on 4+): 2 points
furious charge: 3 points
Fearsome (enemy at -1
ld when they charge): 3 points
Movement powers
fleet: 2 points
12" charge: 3 points
fly: 3 points
Teleport (may deepstrike rather than move at the start of a turn): 3 points
Crazy powers
Harmless appearance (foes must make a leadership check to shoot or charge): 2 points
Acid/fire/maggot Blood (any unit killing a daemon takes an additional S4 hit): 2 points
Splits (when daemon is killed replace it with a new model: WS2 BS0 S2 T2 W1 I2 A1 Ld10
Sv-): 5 points
DAEMONIC CURSES
Generic curses
-1 Strength
-1 Toughness
-1
WS and Initiative
-1 Attack
Not fearless
No save
Movement Curses
Slow and purposeful (may not take any movement powers)
Insane Curses
Betrayers (on a to hit roll of 1 in assault hits your own unit, max of 2 per assault)
Unstable (roll a die at the start of your turn, on roll of 1 on daemon disappears)
Insane (take a leadership check at the start of each turn, if they fail they move
2d6 in a random direction, use scatter die, hit=go to ground)
Constant mutation (at the start of the game the daemon's stats are:
WS-
d6 BS-
d6 S-
d6 T-
d6 W1 I-
d6 A-d3 Ld10 Sv5+ (invul))