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== Lore of Hashut == First to remember is an interesting but ultimately negligible effect of miscasts on your sorcerers, - after applying miscast effects you do a Toughness test. If failed, he'll take an additional Wound that no save may stop. But for first wound you get this way your T is now permanently raised by 1. This way, your Chaos Dwarf slowly irresistibly turns into stone. It's almost a good thing, especially if you get that wound back by rolling well with the Chalice of Blood and Darkness. Other than that, standard lore composition as per all the lores - Attribute, Signature, 6 spells. Always aim for number 4, and number 6. Cheat, bribe, blackmail, torture but get the bloody numbers 4&6. Okay, the lore - here we go: *'''Attribute:''' If a magic missile or direct damage from this lore is targeted on model/models flammable, the wizard gets +D3 to their casting. One of the worst attributes in the game. How many flammable models are there by default? Almost none, so it's effectively usable only after a successful Ash Storm only, and only spells 3 and 1 are Magic Missiles or Direct Damage that TARGET units and therefore the attribute applies only to them. *'''Signature - Breath of Hatred:''' Range 12", Augment, Remains in play, cast on 6 gives hatred to unit within a range. Roll 15 on casting to have a 12" big bubble. Just take it, cast it wherever there's fighting (FAQ confirms the re-rolls happen whenever the spell's cast, not just the first round) and be thankful for it. *'''1. Burning Wrath:''' Range 8", Magic Missile that causes D6 S6 flaming hits cast on 6, however you may cast boosted version on 12 giving 2D6. It's a shitty Fireball, higher Strength but the range is too short. Random number of hits also sucks. If you're casting this then you're likely about to get into combat, which is right where you shouldn't be. *'''2. Dark Subjugation:''' Range 24" hex cast on 8. Subject must do LD test at -3. If fails permanently loses 1 of his LD. It's the shitty version of Doom and Darkness. Still potentially good to make a -4LD test caused by Hellcanon, but if that's what you're going for then you should've gone with the Lore of Death. For good results you have to cast it a couple of times, and waste half the game building up to what another spell could do in only one cast. *'''3. Curse of Hashut:''' Cast on 10, Range 18", Direct Damage, targets a single model even if in a unit. 2D6 minus the target's Toughness equals a number of hits that wound on 4+ with no armour save allowed. Here we go, now we're talking. Sniping characters out of a unit is always something to be appreciated, and not just because this is the one of the few spells that you have which can benefit from your Lore Attribute. Take it, snipe Elves off their Dragons or Generals from their units and laugh maniacally. *'''4. Ash Storm:''' Arguably the best spell in the game, it's the Throne of Vines to your spell lore. Range 24", hex, affects target unit till your next magic phase. Unlucky bastards have -1 to hit in CC, -2 to hit in shooting, can't march, fly, or charge - just move. Unit treats all terrain as dangerous. Wizards can only cast spells on themselves, and UNIT IS FLAMMABLE. Let's let that sink in for a second as we ponder exactly what that means: just imagine a Gutstar in the middle of a burning forest was all ready to charge, but then all the ash and thick smoke clouds came in, making them nearly blind. Then: ::Cast Metal on them as all spells from Lore of Metal are counted as Flaming attacks. ::Deathshrieker them, as these shots are flaming attacks. ::Shoot them or attack them with unit having a burning banner as both types of attacks are flaming in this case. ::Charge them with a Castellan wielding the Black Hammer. ::Drop any possible damage (Hellcannon, Dreadquake, pistols, fireglaives, just use any means possible) on that unit, to cause a serious Panic. :After proper damage treatment unit will have to Panic and if forced to run, will have to do the dangerous terrain test. THIS SPELL IS BRUTAL. Don't leave home without it. *'''5. Hell Hammer:''' Casts at 13, direct damage, range 3D6 in a straight line like a cannonball. Each model takes an Initiative test and upon failing, gets a S6 hit with D3 multiple wounds. If unit gets a wound, it has to do the panic test. It's the shitty Burning Head. Why? Because the extra Strength doesn't make up for the random range, and the fact that the enemy can dodge it. Even with the option to double the range, don't count on using it offensively, use it when you're already in range of Burning Wrath (aka charge range) and preferably after Ash Storm. *'''6. Flames of Azgorh:''' Unlimited range. Direct Damage small round template, scatter D6. Models touched get S6 hit with multiple wounds (D6). Model directly under the hole takes Toughness test at -2 and if failed is slain with no saves allowed. No saves. Casts on 18, boosted at 25, but you can use large template there. The second best spell was definitely saved for last, as it is devastating, and can single-handedly delete entire units from the table. Just be warned that the chance you'll miscast with this is pretty high, so save it for when you really need it and when you get to that point, go for broke or go home. Do try to save it after you've dealt with opposing wizards though, nothing hurts more than watching this spell get scrolled away.
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