GF - Wormhole Daemons of War 3.4.1
GF - Wormhole Daemons of War 3.4.1
GF - Wormhole Daemons of War 3.4.1
BACKGROUND STORY
For aeons, powerful beings resided in a place beyond space, between the
wormholes. Pure psychic entities, they lacked physical form and lived
without fear of pain or death. Little can be said for certain about these
beings or their origins, as their existence predates the records of even the
oldest known civilizations in the galaxy. They observed passively, watching
the galaxy progress, but rarely interacted with the species that lived within.
This changed suddenly, when one of their species died. Many have
speculated about the cause of this death, but so far the matter remains a
mystery. This was the first time one of their kind had experienced death, and
others reacted first with curiosity, followed by horror. The horror only grew
worse as death began to spread. The deaths started to mount and the rest
began to recognize the signs of entropy and decay in themselves.
Each entity would react in their own way, but most would eventually
succumb with few exceptions. The being now known as Lust sought to cut
away at itself, slicing any signs of imperfection and weakness. Another
known as Change, sought to accumulate knowledge more quickly than it
could decay. Plague found salvation in physical form, using its power to
spread itself and re-assimilate any that it infected. Finally, War learned to
draw strength from those it slew.
Soon, these beings turned their attention outwards, hoping that the material
world might allow them to stall their demise for a time longer. Anguished to
survive, they sought out followers from the lost and desperate and offered
them power in exchange for their service and worship. Those who rejected
these gods came to know them as Havoc Gods due to the zealotry of their
followers and the unrest that they caused.
These Gods are able to manifest their will in the physical world through
aspects, fragments of their power and minds, which most refer to as their
Daemons. Once manifested, these aspects are mortal, and vulnerable to
death and harm, needing food to survive, and which can even adapt and
INTRO change with experience. Gods must sacrifice a portion of their power to
create Daemons, with greater Daemons requiring more of their essence to be
The Wormhole Daemons are monstrous servants of the Havoc Gods who contributed. As such, each Havoc God can only manifest so many Daemons
emerge from a different dimension throughout the galaxy. Their forms vary at once, and must lose a portion of their power to do so, claiming it back
greatly, depending on which god they serve. when a Daemon dies.
Wormhole Daemons are cast offs of dying gods who desperately hope to buy When they are not carrying out the will of their gods, the Daemons often
more time for themselves. These Daemons emerge suddenly from dwell within a strange space between Wormholes. Their control over these
wormholes throughout the galaxy, to serve the eldritch will of their gods, wormholes allows them to appear and disappear within physical space
only to disappear just as quickly once they have achieved their ends. Their rapidly, allowing them to carry out their God’s will without fear of reprisal.
gods are ready to leave nothing but havoc in their wake, just in hopes of
extending their own lives for a little longer.
How will you serve the will of your god?
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GF - WORMHOLE DAEMONS OF WAR V3.4.1
SPECIAL RULES
Banner of War: This model and its unit get
Impact(+1).
Blessing of War: This model and its unit get +1 to
hit in melee.
Daemon: This model may be deployed as if it had
Ambush or Scout, but only up to half of the units
with this rule in the army may deploy using one or
the other (rounding up).
Heavy Pierce: Whenever this model attacks in
melee, roll one die. On a 6+ the target takes 3 hits
with AP(1).
Mutations: When in melee, roll one die and apply
one bonus to all models with this rule. On a 1-3
attacks get Rending, on a 4-6 attacks get AP(+1).
Pierce: Whenever this model attacks in melee, roll
one die. On a 6+ the target takes 1 hit with AP(1).
Resistance: When taking a wound, roll one die, and
on a 6+ it is ignored. If the wound was from a spell,
then it is ignored on a 2+ instead.
Symbol of War(X): Once per game, when this model
activates, before attacking, roll X dice. For each 2+
one enemy unit within 12" takes 3 hits with AP(1).
Warning Cry: Enemy units using Ambush must be
set up over 12" away from this model.
WORMHOLE DAEMONS OF
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GF - WORMHOLE DAEMONS OF WAR V3.4.1
Avatar of War [1] - 855 pts War Furies [5] - 105 pts
Quality 2+ Defense 2+ Quality 5+ Defense 5+
2x Exalted Flame Hammer (A3, AP(1), Blast(3)) 5x Armblades (A2, AP(2))
Stomp (A6, AP(2)) Daemon, Flying, Furious
Daemon, Fear(3), Flying, Furious, Hero, Tough(18) Replace all Armblades:
Replace any Exalted Flame Hammer: +15pts Rending Claws (A2, AP(1), Rending)
+35pts Exalted War Whip (12", A12, AP(1))
+50pts Exalted Flame Axe (A9, AP(1), Rending) Blood Warriors [5] - 75 pts
+50pts Exalted Flame Spear Quality 4+ Defense 4+
(A3, AP(3), Deadly(3)) 5x Hand Weapon (A1, AP(1))
+105pts Exalted Flame Gauntlet (A9, AP(4)) Daemon, Furious
Upgrade with any: Upgrade up to three models with one:
+40pts Symbol of War(4) +5pts Sergeant
+90pts Caster(4) +10pts Musician
+15pts Banner
Ascended Harbinger of War [1] - 485 pts Replace all Hand Weapons:
Quality 2+ Defense 2+ +20pts Halberd (A1, AP(1), Rending)
2x Great Flame Hammer (A2, AP(1), Blast(3)) +20pts Great Weapon (A1, AP(3))
Stomp (A4, AP(1)) +35pts Dual Hand Weapons (A2, AP(1))
Daemon, Fear(2), Furious, Hero, Tough(12) +40pts Spear (A1, AP(1), Counter)
Replace any Great Flame Hammer: Upgrade one model with:
+25pts Great War Whip (12", A8, AP(1)) +60pts Banner of War
+35pts Great Flame Axe (A6, AP(1), Rending)
+35pts Great Flame Spear (A2, AP(3), Deadly(3)) Blood Hounds [5] - 150 pts
+70pts Great Flame Gauntlet (A6, AP(4)) Quality 3+ Defense 4+
Upgrade with any: 5x Claws (A2, AP(1))
+30pts Symbol of War(3) Daemon, Fast, Furious
+45pts Wings (Flying) Upgrade all models with:
+65pts Caster(3) +10pts Spiked Collars (Pierce)
Upgrade all models with:
Harbinger of War [1] - 160 pts +15pts Anti-Wizard Collar (Resistance)
Quality 3+ Defense 3+
2x Flame Hammer (A1, AP(1), Blast(3)) Beast Riders [3] - 200 pts
Stomp (A2, AP(1)) Quality 4+ Defense 3+
Daemon, Fear(1), Furious, Hero, Tough(6) 3x Heavy Claws (A1, AP(1))
Replace any Flame Hammer: 3x Hand Weapon (A1, AP(1))
+5pts War Whip (12", A4, AP(1)) Daemon, Fast, Furious, Impact(2), Tough(3)
+10pts Flame Spear (A1, AP(3), Deadly(3)) Upgrade up to three models with one:
+15pts Heavy Flame Axe (A3, AP(1), Rending) +5pts Sergeant
+25pts Heavy Flame Gauntlet (A3, AP(4)) +10pts Musician
Upgrade with any: +15pts Banner
+15pts Wings (Flying) Replace all Hand Weapons:
+20pts Symbol of War(2) +10pts Halberd (A1, AP(1), Rending)
+40pts Caster(2) +15pts Great Weapon (A1, AP(3))
Champion of War [1] - 55 pts War Daemon Spawn [1] - 150 pts
Quality 4+ Defense 4+ Quality 4+ Defense 4+
Axe (A1, AP(1)) Dual Mutated Claws (A6, AP(2))
Flame Hammer (A1, AP(1), Blast(3)) Daemon, Fear(1), Furious, Mutations, Strider,
Daemon, Furious, Hero, Tough(3) Tough(6)
Replace Flame Hammer and Axe:
+10pts Axe (A1, AP(1)), Cannon Chariot [1] - 195 pts
Flame Spear (A1, AP(3), Deadly(3)) Quality 4+ Defense 3+
+15pts 2x Flame Axe (A2, AP(1), Rending) Cannon (30", A2, AP(2), Blast(3))
+20pts War Whip (12", A4, AP(1)), Crew Attacks (A3, AP(1))
Flame Axe (A2, AP(1), Rending) Daemon, Fear(1), Furious, Tough(6)
Replace any Flame Axe:
+5pts Flame Gauntlet (A2, AP(4)) Soul Daemon of War [1] - 890 pts
Upgrade with any: Quality 3+ Defense 2+
+10pts Symbol of War(1) Stomp (A6, AP(2))
+20pts Caster(1) War Cannon (24", A12, AP(1), Rending)
+25pts Blessing of War War Sword (A18, AP(1))
Upgrade with one: Daemon, Fear(3), Furious, Tough(18)
+75pts Great Beast (Tough(3), Impact(2), Fast, Replace War Sword:
Defense(1), Heavy Claws (A1, AP(1))) +10pts Heavy War Axe (A12, AP(3))
+140pts Throne of Blood (Tough(6), Fear(1), Replace War Cannon:
Defense(1), Claws (A6, AP(1))) +50pts Heavy War Cannon (24", A12, AP(3))