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post #141 of 278 (permalink) Old 03-21-15, 09:20 AM
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Wouldn't be surprised if Kharn wasn't a Lord of War for CSM. He might be chosen of khorne but he has never struck me as 'Daemonkin' material.



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post #142 of 278 (permalink) Old 03-21-15, 09:26 AM
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Initiative ap2 could definitely give some units a combat edge for champions. Though 30 is steep, it could make terminaters viable.
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post #143 of 278 (permalink) Old 03-21-15, 12:06 PM Thread Starter
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@Vaz Yeah I guess I can't think of any time Kharn has been described as fighting alongside daemons or trying to summon them or whatnot. Bah, such a potent fighter though.

Still waiting on details for the axe.


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post #144 of 278 (permalink) Old 03-21-15, 12:07 PM
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Quote:
Originally Posted by venomlust View Post
Yeah I guess I can't think of any time Kharn has been described as fighting alongside daemons or trying to summon them or whatnot. Bah, such a potent fighter though.
Me neither - But hey, you can always ally him in. It's no biggie to be honest.
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post #145 of 278 (permalink) Old 03-21-15, 12:23 PM Thread Starter
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Or a juggerlord with an axe of blind fury, which blows these new weapons away. Ah well, there will be new tricks. Curious if the daemon princes will follow the daemon or csm format. Hopefully csm, as then they could take and use the artifacts... in theory.


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post #146 of 278 (permalink) Old 03-21-15, 12:27 PM Thread Starter
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Quote:
Warlod traits

1. Warlord and all units at 12" reroll distance to assault

2. Warlord has Zealot

3. Warlord gets +1A

4. After killing and enemy carácter in a challenge, you get 2 Blood points instead of only 1.

5. Warlord gets preferred enemy

6. Warlord automatically passes the LD test if he is chosen for the 7. and 8. of the Blood points table. (Becoming a Daemon Prince or a BT)



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Spawns, possesed and helbrutes are all the same. Only thing is that they all have Mark of Khorne. Fiends are Daemons of Khorne.

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Last edited by venomlust; 03-21-15 at 12:35 PM.
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post #147 of 278 (permalink) Old 03-21-15, 12:31 PM
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To bring in an hq from another codex, what else would you need to bring, two troops from that codex also?
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post #148 of 278 (permalink) Old 03-21-15, 12:34 PM
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To bring in an hq from another codex, what else would you need to bring, two troops from that codex also?
If you do it as an ally, you only need 1 troop. But you can only bring 1 of each slot (fast, elite and heavy) too.
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post #149 of 278 (permalink) Old 03-21-15, 12:36 PM Thread Starter
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Originally Posted by GuiltySparc View Post
To bring in an hq from another codex, what else would you need to bring, two troops from that codex also?
Maybe only 1 unit of cultists if they count as a separate faction, otherwise yes.


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post #150 of 278 (permalink) Old 03-21-15, 12:43 PM
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1 is really good if it's an option rather than forced.
2 Fearless is good, but really, if you're losing an assault with Khorne Daemonkin... what? The rerolls can be useful however. But again, if you're relying on getting this warlord trait for Zealot, just ally in some CSM.
3 +1A. Sounds good. But not really. Only slightly more killy than they already are.
4 How useful are blood points? Provided you just slaughter enemy sergeants, it's okay.
5 Preferred Enemy; see Zealot, but to a lesser extent.
6. Ah. Depends on if you keep your kit. I'd assume not. Useful if it happens, but for the rare time you'd fail the Ld test (1 in 12 games) when that does happen (I'd assume rarely, maybe 1 in 6), and then the chance that you'd actually have rolled this trait...

Yeah.



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