Obscuras Daemons - Warhammer 40k Army List
I know that this Blog is under Painting/Modelling, however I am going to go off-topic again just to add in my current 1,500 point army list for 40k. As I have a terrible memory, I like to have everything written down and the rules set out after my army list, for that time I get Aura of Acquiescence mixed up with Transfixing Gaze (like the last time I played :P) or can't remember what Furious Charge does again.
Warning: This is long.
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DAEMONS OF OBSCURAS ARMY LISTHQ
Keeper of Secrets
Monstrous Creature, Daemon, Fleet
Aura of Acquiescence, Soporific Musk, Transfixing Gaze
WS
BS
S
T
W
I
A
Ld
Sv
8
4
6
6
4
10
6
10
4+
- 230 points
Herald of Slaanesh (General)
Infantry, Daemon, Fleet, Independent Character
Rending Claws, Aura of Acquiescence, Soporific Musk, Transfixing Gaze
WS
BS
S
T
W
I
A
Ld
Sv
5
3
3
3
2
7
4
10
5+
- 90 points
Herald of Tzeentch
Infantry, Daemon, Independent Character
Daemonic Gaze, Master of Sorcery, Bolt of Tzeentch
WS
BS
S
T
W
I
A
Ld
Sv
2
4
3
3
2
4
2
10
4+
- 85 points
TROOPS
10 Horrors
Infantry, Daemon
Warpfire, 1 model with Bolt of Tzeentch
WS
BS
S
T
W
I
A
Ld
Sv
2
3
3
3
1
3
1
10
4+
- 180 points
10 Horrors
Infantry, Daemon
Warpfire
WS
BS
S
T
W
I
A
Ld
Sv
2
3
3
3
1
3
1
10
4+
- 170 points
FAST ATTACK
5 Screamers
Jetbikes, Daemon, Warp Jaws
1 model with Unholy Might
WS
BS
S
T
W
I
A
Ld
Sv
3
0
4
4
1
3
1
10
4+
- 85 points
10 Seekers
Cavalry, Daemon
Rending Claws, Aura of Acquiescence, 1 model with Transfixing Gaze
WS
BS
S
T
W
I
A
Ld
Sv
4
0
3
3
1
6
4
10
5+
- 175 points
10 Flesh Hounds
Beasts, Daemon, Furious Charge
Blessing of the Blood God, 1 model with Fury of Khorne
WS
BS
S
T
W
I
A
Ld
Sv
4
0
4
4
1
4
2
10
5+
- 160 points
10 Furies
Jump Infantry, Daemon
WS
BS
S
T
W
I
A
Ld
Sv
3
0
4
4
1
3
2
10
5+
- 150 points
HEAVY SUPPORT
Daemon Prince
Monstrous Creature
Daemonic Flight, Mark of Tzeentch, Soul Devourer
WS
BS
S
T
W
I
A
Ld
Sv
7
5
5
5
4
5
4
10
4+
- 175 points
Total: 1500 points.
------------RULES
Independent Character: All independent characters have the Move Through Cover (roll an extra d6 when rolling to move through difficult terrain and pick the dice with the highest score) and Skilled Rider rule.Monstrous Creature: Have Move Through Cover (roll an extra d6 when rolling to move through difficult terrain and pick the dice with the highest score). Cannot go to ground, 50% of body must be in cover to count as such. Standing in area terrain does not automatically confer a cover save – 50% rule takes precedence. Cover works exactly as for vehicles. If you cannot clearly tell if 50% of the model’s body is covered, modify its cover save by -1. All wounds inflicted in close combat ignore armour saves. In addition, monstrous creatures roll an additional d6 for armour penetration. (2d6 + Str) when attacking a vehicle in close combat. Relentless (can shoot with rapid fire and heavy weapons counting as stationary even if moved the previous turn, and are allowed to assault in the same turn they fired them), can fire two of their weapons each Shooting Phase at the same target.
Jetbikes: Can move up to 12” in the movement phase, moving freely over all models and terrain. However, if it begins or finishes in difficult terrain, it must take a dangerous terrain test. Jetbike assault moves are not slowed down by difficult terrain. However, each model entering or moving through difficult terrain, or assaulting an enemy who is standing in difficult terrain or behind an obstacle, must take a dangerous terrain test.
Jump Infantry: Can move up to 12” in the Movement phase, moving freely over all models and terrain. However, if it begins or finishes in difficult terrain, it must take a dangerous terrain test. All jump infantry models may enter the battle by ‘deep strike’ if they wish. Jump infantry fall back 3d6”. Jump infantry assault 6” like normal infantry. This move is slowed by difficult terrain as the unit always covers the last few yards of an assault on foot.Beasts & Cavalry: Move like infantry, except when falling back, they move 3d6” due to their speed. They are Fleet (A unit with this rule may assault in the same turn in which it has run). When assaulting, they move up to 12”. If assaulting through cover, beasts and cavalry are slowed by difficult terrain – roll for the distance they can move just as you would for infantry, but double the result of the highest scoring die.
Daemon: All daemons are Fearless (automatically pass all Morale and Pinning tests, will never fall back, they can go to ground voluntarily), Invulnerable (Eternal Warrior (immune to instant death), all saves are invulnerable saves unless otherwise noted), independent characters in this list cannot join units of Daemons belong to a different Chaos God or units of Furies. Also have Daemonic Assault, see below.Daemonic Assault: No model in this army is placed during deployment. All units start the game in reserve. At the beginning of the first turn, divide the army into two groups that must include, as much as possible, the same number of units. Pick one to assault first then roll a d6. On a 3-6 the Powers of Chaos agree, on a 1-2 they choose the other group. This arrives on the first turn using Deep Strike rules (see below). The remaining units are held in reserve and their arrival is rolled for as normal. When it is available, it enters play by Deep Strike.
Fleet: A unit with this rule may assault in the same turn in which it has run.
Daemonic Flight: Moves like Jump Infantry.
Daemonic Gaze: Rays of pure unholy energy burst from the eyes of the daemon, incinerating its enemies. Range 24”, Strength 5, AP 3, Assault 3.
Unholy Might: +1 Strength.
Aura of Acquiescence: Count as equipped with assault grenades (models equipped with assault grenades don’t suffer the penalty to their initiative for assaulting enemies through cover, but fight as normal) and defensive grenades (models assaulting against units with defensive grenades gain no Assault Bonus attacks. However if the defending unit was already locked in combat from a previous turn, or had gone to ground, these grenades have no effect) but receive no Strength bonus in close combat against vehicles.
Soporific Musk: Have the Hit & Run special rule (unit may choose to leave close combat at the end of the Assault phase. It must take an initiative test. If the test is failed nothing happens. If the test is passed, the unit breaks from combat and immediately moves up to 3d6” in a straight line in any direction. No sweeping advances are made, enemy units no longer locked in combat may consolidate. Not slowed by difficult terrain, affected by dangerous terrain as normal.)
Transfixing Gaze: Models in base contact with the daemon lose an Attack in close combat.
Rending Claws: Count as a pair of close combat Rending weapons (any roll to wound of 6 automatically causes a wound, regardless of the target’s Toughness, and counts as AP2. Against vehicles an armour penetration roll of 6 allows a further d3 to be rolled with the result added to the total score).
Mark of Tzeentch: 4+ invulnerable save, instead of 5+.
Bolt of Tzeentch: A ranged weapon. Range 24”, Strength 8, AP 1, Assault 1.
Master of Sorcery: The model can use one extra ranged weapon in its Shooting phases, but not the same one twice as normal.
Soul Devourer: The daemon counts as armed with a Power Weapon (models wounded in close combat by power weapons are not allowed armour saves), in addition, if a model suffers any unsaved wounds from the Daemon’s close combat attacks, it must immediately take a Leadership test for each wound suffered on its own Leadership value. If any of these tests are failed, the victim suffers instant death.
Warpfire: A ranged attack, Range 18”, Strength 4, AP 4, Assault 3.
Warp Jaws: Screamers count as equipped with melta bombs (has to be clamped or placed to inflict enough damage, models can only ever make one attack. Against vehicles, melta bombs have 8+2d6 armour penetration).
Blessing of the Blood God: Model has a 2+ Invulnerable save against wounds caused by psychic powers or force weapons.
Furious Charge: In a turn in which they assaulted into combat they add +1 to both their Initiative and Strength characteristics when attacking in close combat.
Fury of Khorne: The close combat attacks of a model with this rule gains the Rending special rule (any roll to wound of 6 automatically causes a wound, regardless of the target’s Toughness, and counts as AP2. Against vehicles an armour penetration roll of 6 allows a further d3 to be rolled with the result added to the total score).