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Codex: Daemons - Redux
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Old 12 May 2008, 10:33   #1 (permalink)
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Default Codex: Daemons - Redux

Apply the following changes to make this force worth playing.

Warp Madness:
To assault the Daemonic with the power of the mind is a dangerous task indeed...
Any Psyker attempting to cast a Psychic Power suffers a -1 Ld Modifier so long as there is a Daemonic unit in play.

Daemonic Incursion:
This rule replaces the standard rules for deploying a Daemon Army.

Daemons do not come to battle as a conventional force does, instead appearing out of raw immaterium.

Prior to deployment, split your army into two groups of roughly equal size, and nominate one of these groups to be your "Manifest" army. Your opponent then sets up his army.

Before any Infiltrators are deployed, Scout Moves made, etc. roll a D6; on a roll of 3+ the Gods have favoured you and your Manifest deploys using the rules below. On a roll of 1 or 2, the other half of your army deploys instead (they become the "Manifest" half).

All units in the Manifest force are placed within the Daemon player's Deployment Zone, deploying as per standard units.

The remaining half of the army (including any that were "lost in transit") are rolled for using the standard Reserve rules. These may either enter play from a friendly Board Edge (representing a physical Warp Rift somewhere off-board), or via Deep Strike.


Favour of The Gods:
When an army of Chaos marches to war, it bends and warps reality around it in strange and disturbing ways. This manifests itself as "Favour". The type of Favour available depends on the composition of the army; in order to gain a Patron-specific Favour, the army must not contain any units without the Patron's Mark (for example, to gain Favour of Khorne, all models must have the Mark of Khorne). Units which are "Undivided", such as Soulgrinders and Chaos Furies, are exempt from this rule, allowing you to field Undivided units in a "Pure" Daemon army.

If an army mixes Marks of Chaos, it is considered Undivided.

Note that in a battle where several different Daemonic armies are involved (even if on opposing sides), the Favour of Chaos Undivided is used unless all Daemonic factions are alligned to the same patron! The exception to this is the "Bane" ability (ie: if a Tzeench and Khorne army fight each other, both will still have Preferred Enemy against their opponent!).

Corruption Within:
Not all Daemons manifest in the flesh. Some manifest in the hearts and minds of men, driving them to madness, compelling them to slay their fellow warriors, and devouring their immortal souls...

If a Daemonic unit scatters within 1" of an enemy unit, the Daemonic unit is not destroyed. Instead, place them into base contact with the enemy, and immediately resolve a round of combat as if the unit had charged. The Daemonic unit is then removed from play once the assault is resolved, even if the enemy unit is destroyed or fell back.

Corruption Within does not apply if the unit is protected by the Sanctuary Psychic Power; they are banished before they can manifest!


Favour of Chaos Undivided:

The Daemon Horde: At the start of their first turn, all Daemonic Infantry may immediately make a free 6" Scout move. This move ignores Difficult Terrain, but Impassable Terrain may not be entered or moved through as normal. Nurgle Daemons are not subject to the Slow and Purposeful rule.


Favour of Khorne:

Bane of Slaneesh:
All Khornate Daemons have the Preferred Enemy against any unit alligned to Slaneesh.

The Skies Rain Blood!
As Khorne's power corrupts the landscape, so too does his loathing of Magic rip apart the minds of those who would use it.
Any Psyker who rolls a double when attempting to use a Psychic Power suffers a Perils of The Warp attack. The Power will still cast, assuming he rolled equal to or under his Leadership. This is in addition to the -1 Modifier of "Warp Madness" (see above). In addition, all units suffer a -1 modifier to any and all Leadership Tests they are required to make; the sight of a planet turning to Khorne is terrifying in the extreme!

Ordo Malleus Inquisitors and Grey Knights are not subject to this rule; they are warded from such Daemonic trickery!

Driven by Fury!
With Khorne's battlecries ringing in their ears, the Daemons are driven to shed blood in the Blood God's name.
All Daemonic Infantry alligned with Khorne gain the Fleet special rule.


Favour of Nurgle:

Bane of Tzeench:
All Nurgle Daemons have the Preferred Enemy against any unit alligned to Tzeench.

Cloud of Flies:
The Daemons are shrouded in a suffocating cloud of flies that obscures them from sight. Any unit wishing to fire upon a Nurgle-alligned Daemon unit must first roll 2D6x3. This is the maximum distance the unit may fire that turn, unless their weapon's range would be less than the roll.

Monstrous Creatures, being hard to miss even when surrounded by buzzing flies, may be fired upon as normal.

Creeping Maisma:
The very soil upon which the armies stand slowly rots and becomes one with Nurgle's Garden. Once per turn, the Daemon player may elect an enemy unit within 6" of a Daemonic unit, or 12" of a Greater Daemon of Nurgle, as the target of Creeping Maisma. Each model in the unit takes a Strength 3 AP - hit.


Favour of Slaneesh:

Bane of Khorne:
All Slaneesh Daemons have Preferred Enemy against any unit alligned to Khorne.

Siren:
The scents and sounds of the Slaneeshi army waft across the battlefield, enrapturing Mortal and Daemon alike with promises of the forbidden and the deprived, clouding their judgement.

Whenever an enemy unit takes a Target Priority test, they must roll one extra dice and discard the lowest roll.

Speed of Slaneesh:
The Daemonettes bound across the battlefield with paternatural speed and grace. All Daemonic Infantry alligned to Slaneesh gain the Fleet special rule.


Favour of Tzeench:

Bane of Nurgle:
All Tzeench Daemons have Preferred Enemy against any unit alligned to Nurgle.

Wild Magic:
As the army of Tzeench marches to war, arcane energies strike the ground, transforming the planet and its populous into gibbering, unnatural forms.
Once per game, a Greater Daemon or Daemonic Herald alligned to Tzeench may declare they are using the Wild Magic power. Nominate any enemy unit on the board as the target. All models in the unit must take a Toughness Test or be transformed into Pink Horrors, with no Armour or Cover Saves allowed (Invulnerable saves may be taken as normal).
These Horrors are placed in base contact with the target unit, and count as charging in the next assault phase. In subsequent turns, the Horrors form a single unit under the control of the Daemon player.

Only single-wound models may be the target of this spell; multi-wound creatures and characters are resiliant enough to endure the powers of Change.

The Twisting Path:
Tzeentch sows the minds of the enemy with confusion and doubt, causing men to doubt their evey action. At the start of each enemy turn, the Daemon player may nominate a single enemy unit. That unit moves as if it were in Difficult Terrain. This power has no effect on units that are Slow and Purposeful, or non-Walker vehicles.

[hr]

Unit Alteration
The following changes should be made to the unit entries;

Daemon Prince:
Daemon Prince may purchase a Kai Gun at +20pts. It has the following profile:
Range: 24" Str: 6 AP: 3 Type: Assault 2.

Plaguebearers:
The entire unit may be upgraded with Blight Spores at +2pts per model. Blight Spores have the following profile:
Range: 12" Str: 4 Ap: - Type: Assault 1, Pinning.

Daemonettes:
The entire unit may be upgraded with the Siren Scream ability at +2pts per model. Siren Scream has the following profile:
Range: 12" Str: 6 Ap: 2 Type: Assault 1.
Siren Scream rolls To Wound using Leadership instead of Toughness (ie: a roll of 5+ is needed against a Ld 7 target). Against enemies without a Leadership value, Siren Scream has no effect. The attack always uses the target's natural Leadership value.

Bloodletters:
The entire unit may be upgraded with Bronze Hide at +2pts per model. Bronze Hide grants the unit a 4+ Armour Save.

[hr]

The following rule should be added to the army list:

Furious Assault:
Any number of Lesser Daemon units (Bloodletters, Plaguebearers, Daemonettes and Pink Horrors) may be given the Furious Assault ability at +3pts per model. The unit becomes an Elites choice when this option is taken.
A unit with Furious Assault must be summoned using a Chaos Icon; they may never be in the first wave. In addition, the Mark must be of the same kind as their Patron (ie: Bloodletters with Furious Assault must come into play from an Icon carried by a Khorne-alligned unit).

Daemon units with Furious Assault may shoot and/or assault on the turn they enter play.
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Old 12 May 2008, 10:52   #2 (permalink)
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Default Re: Codex: Daemons - Redux

Wow... I shouldn't be surprised really, this is top notch ideas. Especially the replacement to the current rules, and the favoured part.

Although I was under the impression that it was Khorne hates Slaanesh, and Nurgle hates Tzeentch from the fluff...?

Favoured of Tzeentch

Preferred enemy against Nurgle/Khorne (see above)

Change is a powerful thing....
One HQ choice gains a new psychic power. This can be used (with a successful psychic test) once per game, and is not limited by range or LOS. Take a psychic test, and choose one enemy unit. All models in the unit (but not an IC) must take a toughness test or they are transformed into horrors in the service of their new god. Place the new horror's in base contact with the enemy, and they count as charging. This can only effect 1 wound models.

Whilst powerful, it represents the core of Tzeentch, moulding the enemy army as easily as it can mould the warp. However, to keep it from being a massive unit killer, it is one unit, and can only be used once

Twisting Path - Tzeentch sows the minds of the enemy with confusion and doubt. Pick one enemy unit. This unit moves as if in difficult terrain for this turn.


Just some rough ideas from the top of my head.
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Old 12 May 2008, 10:57   #3 (permalink)
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Default Re: Codex: Daemons - Redux

Gah! yes, you're right... I've mixed those two up!


The "Change" power sounds rather like Breath of Chaos. I'll see about juggling the wording tonight to line up with that power. The one-shot "infinite Range" thing could really be useful for messing up an enemy's firebase! ^_^

I also like Twisting Path. Good to stop counter-assaults.


Also, expect some new Chaos characters... including my own interpretation of An'ggroth the Unbound!
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Old 12 May 2008, 11:24   #4 (permalink)
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Default Re: Codex: Daemons - Redux

Not bad, I like that the "manifest" half deploys normally, much better than the whole thing deep striking. Bonuses for themed/god-specific armies are arguably mandatory, don't know why the hell GW didn't do that in the first place...

Khorne and Tzeentch/Slaanesh units or Nurgle/Tzeentch units working together is more dangerous to the mind than any warp entity.
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Old 12 May 2008, 11:53   #5 (permalink)
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Default Re: Codex: Daemons - Redux

Quote:
Originally Posted by Rafe
Although I was under the impression that it was Khorne hates Slaanesh, and Nurgle hates Tzeentch from the fluff...?
Khorne hates both. He hates Tzeentch for being a namby pamby cowardly sorcerer and he hates Slaanesh for being a namby pamby pansy woofter.

He has a lot of hate to go around =)

I understand why this has been done but... my biggest fear is are we going to have to do this for everything GW bring out? Because if we are... then there's bigger issues that need to be sorted.
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Old 12 May 2008, 12:28   #6 (permalink)
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Default Re: Codex: Daemons - Redux

Quote:
Originally Posted by Jackoby the Circus
Quote:
Originally Posted by Rafe
Although I was under the impression that it was Khorne hates Slaanesh, and Nurgle hates Tzeentch from the fluff...?
Khorne hates both. He hates Tzeentch for being a namby pamby cowardly sorcerer and he hates Slaanesh for being a namby pamby pansy woofter.
Yeah, but his antithesis is Slaanesh, he merely hates Nurgle.

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Old 12 May 2008, 12:36   #7 (permalink)
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Default Re: Codex: Daemons - Redux

Have you ever thought about a career as a Game Developer (or whatever that job is called)? Once again you've come up with a decent bunch of rules that I'm definitely going to try out.

My personal favourite: Corruption Within. Very fluffy and alot more interesting than "oh dear my unit has just scattered onto your unit and died without doing anything, time to pack them away".

Top notch job as always.

~Pettsy~
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Old 12 May 2008, 12:47   #8 (permalink)
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Default Re: Codex: Daemons - Redux

Some great stuff here WG/Rafe. The creeping Miasma is a nice idea but perhaps a tad powerful. Perhaps have the unit take d6 str 3 hits with armour saves...?

I agree with Pettsy that one of the best ideas here is Coruption Within.
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Old 12 May 2008, 13:41   #9 (permalink)
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Default Re: Codex: Daemons - Redux

Tzeench added (with only minor tweaks to the wording of Rafe's ideas).

Corrupting Maisma has been altered to a Str 3 Ap - attack.

Slaneesh has been given powers of hir own.
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Old 12 May 2008, 13:51   #10 (permalink)
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Default Re: Codex: Daemons - Redux

Very nice. You've worded the tzeentch ones really nicely - very clearly as well, unlike a lot of GW rules
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