I finally got my hands on the new Chaos Daemons Codex. People worldwide, from Australia to Spain, from Argentina to Canada seem to have gotten theirs over the weekend, but Royal Mail apparently needed a few days extra to drive it the ~50 miles from Nottingham to my house. Oh well.
Skimming blogs and forums as people got their hands on the new Warhammer 40K Codex, I saw a lot of rage and gnashing of teeth directed towards the new Warp Storm Table (Codex p. 27).
When I finally got my hands on the book, among the first things I did was look up the Warp Storm Table. I fully expected to find some mean, punitive chart that would sink Chaos Daemons as an army. To my surprise, I found one of the most benign charts in Warhammer 40K yet.
For the most part, the Warp Storm Table is just free Daemon-Dakka and a boost to the army.
#1- What’s on the Warp Storm Table?
If you don’t have the book, the Warp Storm Table is a 2D6 table (11 possible results) that each army made with a primary detachment from the new Chaos Daemons codex has to roll on at the start of each of the Daemon-player’s shooting phase (Daemons-vs.-Daemons gets twice the fun!).
Normally, these kinda charts give you bad results on low rolls and good results on high rolls (and a “nothing-happens” on the common 2D6 result of a 7). If “the good” and “the bad” is symmetrical, they cancel each other out in the long run, but add a bit more mayhem to games while you’re at it.
For reference, here’s a little 2D6 probability chart I made with my mad Excel-skillz.
Result of 7 – The Warp is Calm
As is usual for these kind of tables, nothing happens on a 7 (with a probability of 1/6 on 2D6; i.e. giving you pretty much one turn of “The Warp is Calm” in your average 6-turn game).
Results 2 & 12 – Big Things Happening
These are the rarest and (in theory) most drastic results. A 12 gives the Daemon player a new scoring unit of basic Daemons. Nice. A 2 forces all Daemon units to take one of the new instability tests, which usually means casualties to ~ 40% of your army (as LD7 and 8 are very common). Ouch. Undeniably bad. However, with a probability of only 1 in 36, this will only happen (on average) once every 6 games (as will be the boon of an added, free scoring unit!).
Results 3 & 11 – The Warp Sniping at Characters
These are both “once-every-three-games” events. A 3 will possibly cost you a character. An 11 may cost your opponent a psyker (if he has one), swapped for a Herald behind enemy lines.
These are the two results arguably balanced “against” the Daemon player, as the result of 3 is more likely to take one of your own, than the result of 11 is to remove an enemy-characters. The latter may net your opponent a “free” kill-point, evening out the for taking out one of his psykers.
Results 4 & 10 – Fiddling with Saves
This a “classic” symmetrical result. A 4 weakens your saves. A 10 boosts your saves. One or the other should happen (on average) once a game. In the long run, they cancel themselves out.
Results 5, 6, 8 & 9 – Free Daemon Dakka!
This is where the meat of the table is. Taken together, these 4 results make up exactly 50% of all outcomes of a 2D6 rolls. All four results (one for each Chaos God) mean that every un-engaged enemy unit is peppered with hits on a roll of 6. These aren’t throw-away hits either. Depending on the result, there’s plenty of AP3, Str. 8, poisoned, rending, ignore cover and more in the mix!
There is also a chance some of your own get targeted (Khorne fires on Slaanesh units, Tzeentch on Nurgle, etc…). These “friendly-fire” hits are thus more selective than those thrown at the enemy.
- For a mono-God list, only one result in four can do any harm (though all 4 target the enemy, so at worst both sides take damage evenly).
- In a list with daemons from all 4 gods, only a fraction will be targeted (but all units of the enemy are in it).
Long story short, there’s some pretty neat “pro-daemon” results on both sides of the 7.
#2 – What to Expect from the Warp Storm Table?
In conclusion therefore, the positive results far, far outweigh the bad, even if one were to classify the odd 11-result as a less-than-thrilling thing to come up.
- Good results: 5 and 6, 8 to 10 and a 12 (61.11% of all rolls)
- Bad results: 2 to 4 (16.67% of all rolls)
- Neutral/odd-ball results: 7 and 11 (22.23% of all rolls)
Seriously, I’ve never seen a random-chart so friendly and helpful. And it’s all free too. Should be a good boost to Chaos Daemons by and large.
What do you think?
Z.