Warhammer 40k Forum and Wargaming Forums banner

1 - 6 of 6 Posts

·
Registered
Joined
·
364 Posts
Discussion Starter · #1 ·
(Certain amount of copypasta from my blog here)

Having finally managed to get some play-testing in, my Slaanesh Daemonkin homebrew Codex is ready for prime-time! You can find it at the link there.

Rather than clutter up the rules with it, I'll take a moment to talk about the design philosophy and basically how it works here. Obviously, what we're going for here is 'Khorne Daemonkin, but Slaanesh' and the available unit roster reflects that. (The TL/DR version is 'everything in Khorne Daemonkin, but the Slaanesh version') That leads to some omissions, like Chosen, Havoks and most of the tanks, but I was very wary of trying to 'fix' Daemonkin by adding lots of stuff they don't usually get. In particular, Daemons don't get access to Rewards, which hurts quite a bit but was necessary for consistency. As with KDK you get the upside of being able to affect mortal units with Loci.

The core mechanic, as in KDK, is a tithe counter, which in this case is referred to as Excess. Since Slaanesh Daemons can use psykers and therefore have access to Summoning, it was important to make it a little harder for them to gain points, especially since the cap is at six, as opposed to eight. Slaanesh Daemonkin gain points through excitement and emotion, rather than from pure slaughter- in general, if you can pass Leadership tests or make your opponent fail, you gain points. This leads to some interesting decisions- wiping out a unit with shooting gets you nothing, but breaking it does, and losing combat can sometimes gain you a point where winning wouldn't.

So what can we do with Excess points? As with KDK, the first half of the table is buffs, and the latter half is summons. Due to the lack of space, there's a bit more flexibility in some of the summons than in KDK- the 6 result gets you either a Keeper or a Daemon Prince, with upgrades, for example. Since at present there's no way to get more than one result, there can be some tough decisions to make there.

I've also added a few Artefacts. One of them, the Song of Fears Remembered, helps get around Fearless enemies which otherwise would cause a bit of an issue, whilst the other two are just quite interesting and potentially useful.

Anyway, have a look, give it a try, let me know what you think!
 

·
Registered
Joined
·
3,694 Posts
i like it. its simple but effective. i feel the maggot artifact is bit too convoluted but its cool enough to be forgiven!
 

·
Registered
Joined
·
3,689 Posts
I like it. I think a few tweaks might be needed, or perhaps just reworded to be a little less clear.
 

·
Registered
Joined
·
364 Posts
Discussion Starter · #4 ·
i like it. its simple but effective. i feel the maggot artifact is bit too convoluted but its cool enough to be forgiven!
Yes, I think it needs a little tidying up. I tend to try to cover every possible situation and that can make the more complicated items a bit wordy. I'm probably going to remove the ability for it to spit out Daemons like a portalglyph, since the beacon ability is far more useful and doing so will cut down on the wall-of-text effect a bit!
 

·
Registered
Joined
·
158 Posts
One thing that I don't think you have included but is in Khorne Daemonkin, is that units like possessed and warp talons have both mark of khorne and daemon of khorne special rules.
 
  • Like
Reactions: neferhet

·
Registered
Joined
·
364 Posts
Discussion Starter · #6 ·
One thing that I don't think you have included but is in Khorne Daemonkin, is that units like possessed and warp talons have both mark of khorne and daemon of khorne special rules.
That's in there, in the Unit Roster section- you replace Daemon with Daemon of Slaanesh on any models that have it. It's one of the perils of my approach of avoiding reprinting stats from the existing Codexes that there are lots of little details like that that can be missed. Heck, I was play-testing again today and kept forgetting things and having to look them up!

There's a new version going up soon with some tweaks to the Wyrm of Screams, but I need to get at least one more test in to make sure they work.
 
1 - 6 of 6 Posts
Top