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==Warscrolls== The common keywords of these warscrolls are: '''ORDER''', '''AELF''' and '''DAUGHTERS OF KHAINE'''. ===Named Characters=== ;'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Morathi-Khaine.pdf Morathi-Khaine] and [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_TheShadowQueen.pdf The Shadow Queen]''': This version of Morathi got a price hike to 680 points and has both versions of the new goddess of murder on the board at the same time. Their stats are largely unchanged including importantly the 3 wound per turn rule (there are some changes: The shooting attack on the Shadow Queen is now a straight D6 damage attack, Morathi doesn't double casting range anymore but her personal spell is range 36), but there are some important changes. Morathi-Khaine also has -1 to hit her in combat while the Shadow Queen boosts the attacks of Khinerai and Melusai units if she's within 3" of an enemy. Both versions are now immune to instant death (suck it Nagash) and wounds done to Morathi-Khaine carry over to Shadow Queen, with both disappearing when the Shadow Queen goes down. You should also note that Morathi always counts as a general, even if you have another general, and the old trick of dealing wounds to her outside of the turn to get around her 3 wounds per turn thing no longer works. All in all, the selling point here is that you get her powerhouse casting and all the spells from the Lore of Shadows, and command ability, while still getting brutal close combat power and some buffs and debuffs, which is a hell of a selling point. These two can take on almost any named character in the game (even Gotrek will struggle) and at 680 points, they better. ;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_the_blade-coven_en.pdf Morgwaeth the Bloodied and Hag Coven] : (80 points) The models from the recent Daughters of Khaine Underworlds warband. Functionally just a named Hag Queen with a range 2 dagger and a handful of extra models. Can now take artifacts and command traits, plus comes with the Hagg Narr keyword, but can take another Prayer. Let's get real here: the selling point is that her Warband can intercept wounds for her on a 4+. Almost auto include in the new battletome (unless it is indeed a typo and needs errata) as she is now 10pts cheaper than a Hag Queen with essentially 4-5 more wounds. ===Heroes=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-slaughter-queen-en.pdf Slaughter Queen]''': (100pts) The old Death Hag got split in two, the Slaughter Queen has pair of weapons: The "meh" Blade of Khaine which is pretty much a bog-standard weapon, combined with the a stronger but ridiculously named "Deathsword" which has a slightly better profile and does D3 damage; She is your primary priest, always casting on a 3+ but wounding herself on a 1. Unfortunately, her prayers are... weird, she isn't really a fantastic buffer for friendly units. is an incredibly unreliable way of tossing Mortal Wounds at your enemy and the other is a buff. That can only target her. Though to be fair, the buff is pretty good, increasing her meh knife's damage to D3, essentially matching her Deathsword, which will put the lady at 7 damage D3 attacks, enough to kill bigger units all on her own. Her other good prayer is the ability to fight twice in the combat phase, which you should use if she goes up against hordes rather than monsters. She can also have this ability as a command ability, allowing a friendly unit to pile in during the hero phase. The last prayer is an odd one, forcing your opponent to play "[[What|guess which hand]]" or suffer D3 mortal wounds... essentially a bizarre throwback to old legacy rules. In short, altogether she is a 5 wound 5+ save model who will die to angry thoughts if she gets to close to an actual combat. Leave her at home unless she's your general or you're running Shadowhammer compact; IF you take her as general her command ability makes your Witch Aelves kill more than what a Hag Queen would do, making her a better option in this case. *One thing to remember is that priests get an extra prayer from the list of khainite prayers, and therefore can actually pray twice in your hero phase. :*She can also attempt to unbind one spell in your enemy's hero phase as if she were a wizard, which is nothing to be sniffed at. If you have Bloodwracks as well, you can effectively shut down your opponent's magic every turn. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-hag-queen-en.pdf Hag Queen]''': (90pts) The slaughter queen's little sister and amazing supporting choice. She doesn't have the Deathsword, the ''Dance of Doom'' prayer, the ability to unbind spells, or any command ability. Instead she has a chalice of Witchbrew which allows a friendly DoK unit within 3" to re-roll wounds until your next hero phase AND makes your units immune to battle shock. She can turn a unit of 30 Witch Aelves into an unstoppable orgy of slaughter. <s>Until AoS2 comes in, two Hag queens are mandatory in pretty much any DoK list.</s> AoS3 is here and hags went to 100pts. This mixed with increase of the shooting meta makes hags an issue. However, for an extra 40pts (140pts total) its recommended to take Morgwaeth’s Blade-coven, the beastgrave unit. Same as a standard had except has a mini unit to assist, and on a 4+ you can transfer wounds from Morgwaeth to the unit. Side unit is two witch aelves, a sister of slaughter and a blood stalker. With the new battletome you have to roll to see if you get the rerolling and no battleshock on a 5+. But as the rounds go on these you get +1's as you get buffs. +1 on rounds 2, 3, and 4, so by the time round 4 comes you'll be rolling for it on a 2+, if she's still alive by then. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-hag-queen-caludron-blood-en.pdf Hag Queen on Cauldron of Blood]''' (220pts) & '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-slaughter-queen-on-cauldron-of-blood-en.pdf Slaughter Queen on Cauldron of Blood]''' (270pts): (Behemoth) A centerpiece in every sense of the word. It draws the eye and is absolutely essential for turning an assortment of powerful units into a coherent army. Basically a straight upgrade for one of the Queens with an Avatar of Khaine strapped to the same model; needing to be animated with prayers each turn ''(or wait for Blood Rites to kick in by turn 3)'' This also means that there is practically no situation where the Avatar will be without a Priestess to animate him since they are both sharing the same model in this case, making it a safer bet than marching either of them around solo where one or the other can get picked off. It also has extra attacks thanks to the attendant sisters and an added charge bonus which inflicts Mortal Wounds. It also allows DoK units within a diminishing range to add +1 to their save rolls, so this unit is definitely worth having considering how fragile the army is in general, though there really isn't much more to say beyond the standard rules for the Hag/Slaughter Queens. The Slaughter Queen on Cauldron of Blood is almost always going to be the general in any Daughters of Khaine army. It's buffs, bulk, command ability, and output are just too good not to use. **If you are still considering which way to go between the Shrine or the Cauldron. You are mostly weighing up whether you want the Aura of Agony for causing mortal wounds in a radius, or the Bloodshield for giving your sisters a +1 to saves. Everything else is pretty much the sum of the model's parts since the actual Shrine/Cauldron itself has mostly the same profile and attacks in either version simply added to whatever hero is mounted on top of it, which you could have deployed separately. However one big factor to remember is that the Cauldron of Blood can still move around the tabletop without having to animate the Avatar, leaving your Priestess to use a different prayer in her hero phase if you want to. **If you want a death-train, make a Slaughterqueen on this thing your general, then give her Mistress of Poisons, the Crone Blade and Catechism of Murder, wait for Turn 3 then charge something; you'll get +1 to the damage of all your melee hits since Mistress of Poisons works for all of the cauldron's attacks, and with Crone Blade on the Avatar's attack you get more than a chance to cause casualties and recover wounds, since it now does 4 damages per non saved attack, compensating for your fragility ( you still have 13 wounds with a 4+ save but some generals can be tougher); factor in Catechism of Murder ( solid, given this model has 19 attacks) and a self cast Orgy of Slaughter and... well, you won't regret skipping one of the temples for this. IF you don't care about the Crone Blade, take a Hagbrew instead. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-bloodwrack-medusa-en.pdf Bloodwrack Medusa]''': (100pts) Oh boy, looks like GW gained a bit of our love for [[Monstergirls]], because the Bloodwrack Medusa got better ''and'' 40 points cheaper. They've gone from "a good choice for any list" to "you are playing this game wrong if you don't have one (and aren't using Morathi-Khaine either)" status, expect to see them everywhere until nerfed into the ground. In addition to her pervious bits of goodness, her Whisperclaw now deals a Mortal Wound on an unmodified hit roll of 6, and while still a Wizard she gained an extra attack with her spear and can unbind an extra spell. Kept her absolutely brutal shooting attack, where you roll a dice for every model in a unit and every 5+ is a Mortal Wound, and has a metric ton of close combat attacks, with a theoretical maximum of 16 wounds (average dice rolls will probably render it closer to 5 or 6, depending on what turn it is). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bloodwrack-shrine-en.pdf Bloodwrack Shrine]''': (160pts, Behemoth) While you should probably get a Cauldron of Blood first, if you wanted to keep the Queens and Avatar separate you will be left with a Bloodwrack Shrine, either that or you bought a second model. Benefitting from GW's seeming new case of [[Monstergirl]] love, it's only 50 points more than the Medusa on her own and 50 points cheaper than its previous cost while keeping all its goodies. It costs you 2 inches of movement but it more than doubles your wounds, gives you the Shrinekeepers attacks, the Bladed Impact rule AND gives you the Aura of Agony, which causes D3 mortal wounds ALL ENEMY UNITS within a 7" radius on a diminishing die roll, starting at 2+, which coupled with her Bloodwrack Stare means that the Shrine has the potential to be doling out a lot of mortal wounds in a given turn. They are also Wizards now, being able to cast/unbind a single spell per turn. :* If you've got an extra Cauldron to assemble as one of these, remember that it's only 50 points more than a normal Bloodwrack Medusa, trading in those 80 points and 2 points of movement for double the wounds, the Shrine Keepers attacks and the Aura of Agony. That's pretty cheap all told, and since it's not a monster, it's still harder to shoot in AoS2, so it's worth considering. :*Remember that a Bloodwrack Shrine can cast Steed of Shadows on itself to fly 16" and get that Aura of Agony + Bloodwrack Stare where it would hurt the most. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_Melusai_Ironscale_eng.pdf Melusai Ironscale]''': (110pts) Daughters of Khaine's newest Hero! Decently killy with okay survivability having 6 wounds ignoring spells effects on a 5+. But where she shines is in her abilities. Anytime she kills a model in combat she can give a unit of Melusai wholly within 12" an extra attack (Seeing as how her attacks do D3 dmg this should be relatively easy to get off, more so if you give her an artifact). Combine this with the new command ability given by the Zainthar Kai Temple and you'll have your squad of 10 blood sisters doing 50 attacks(!) along with whatever other buffs you've given them. Her command ability allows her to patch up a major weakness in snake armies allowing a unit to run with 2d6 instead of 1d6 and allowing them to run and charge for that phase. And finally at the end of combat on a 3+ an enemy within an inch takes a mortal wound it's not gonna win you games but it's nice. Overall a must have if you are running a Melusai army. *'''High Gladiatrix''': (100pts) Arena of Shades' new Khainite hero, and she's very much a glass cannon of an assassin. Between both her weapons, she's got a good set of attacks at 3+/3+/-1/1 and her expanded pile-in range all but guarantees that she'll always be in the middle of a fight. On top of that, she has the special ability to insta-kill an enemy if she rolls a d3+however many wounds she dealt and it exceeds the enemy's total wounds. Her big draw is her buffing powers, as any Witch Aelves and Sisters of Slaughter within 12" improve the wound rolls and Rend of their weapons by one step, making them a lot more dangerous. ===Troops=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-witch-aelves-en.pdf Witch Aelves]''': (BATTLELINE, Min:10, Max:30 100) The new battletome went and mixed it up a bit, giving Witch Aelves the Bladed Buckler rule which used to be unique to the Sisters of Slaughter. If you take the Buckler then they get a 5+ save (4+ within the blood shield aura) with any roll of a six causing an immediate mortal wound on the attacker. This and the ''Fanatical Faith'' allegiance ability has increased the Witch Aelves survivability somewhat. If you'd rather have them be more killy, you can swap the buckler for an extra sacrificial knife which grants them another attack, up to three per model, which makes them rather choppy for a cheap unit, this can be further upgraded thanks to the ''Frenzied Fervour'' rule which grants them a +1 bonus to wound whenever they are WHOLLY within 12" of DoK Hero in the combat phase, with each potentially throwing out 3 3+/3+/-/1 attacks per turn with rerolls depending on what turn it is, which isn't too terrible for a front-line unit. No matter what option you take they are still fragile though. Big units of 30 are currently staples of the tournament scene so make sure you take big unit so they can reach the enemy, though getting all 30 within 12" of a hero. **It's worth bearing in mind that if you took bucklers you should always take your save even if the enemy has a good rend value and your Witches actually have no hope of surviving. The save inflicts the mortal wound on a six after any rerolls but ''before modifiers'' such as rend or debuffs, thus you might get a free mortal wound or two on your opponent even though your ladies are caught in the headlights. **If you do the math, bucklers are better: slightly lower damage output (a difference of decimals even when counting stacks of bonuses to attacks) but they double your odds of surviving a hit, which will leave more witches on the table for more attacks and chances of mortal wounds; consider giving the buckler to all of your witches or at least most of them. **Combo well with the Melusai heros since they have a larger base and so have more wiggle room to get a full unit within range to use there Frenzied Fervour, same with the various heros on Cauldrons *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sisters-slaughter-en.pdf Sisters of Slaughter]''': (BATTLELINE, Min:10, 135) The counterpart to the Witch Aelves took a different role with the recent update. They lost their bonus to saves in close combat and are just as fragile as Witch Aelves, who now share the Bladed Buckler rule. They can trade their shield in for the Sacrificial knife, which gives them an additional short ranged attack at the expense of some durability. Their unique special rule is that they can be chosen to pile in and fight up from up to 6" away rather than 3", which means they have a massive threat radius without even charging and can jump on to the enemy during his own Combat Phase. A good use of these ladies might be to hover around your own units and perform a counter-charge whenever one of your weaker units gets threatened, dog-piling on the enemy when he thought he had the advantage. Their long pile in means that they're also one of the only units in the game that can bypass the Idoneth Deepkin's Turn 3 combat priority or the weird Gloomspite Gitz Fanatic "Always Strikes First" ability. No longer recieve a horde bonus and are more expensive than Witch Aelves now. **Witch Aelves and Sisters of Slaughter are very similar units, the major differences are that Sister of Slaughter have 2 range on the whips and can pile in from six inches. Witch Aeleves meanwhile get an extra attack if there within 8 inches of a hero and are slightly cheaper. These factors mean that the sisters work better in big hoards since they can pile in farther and have some range on the whips, while Wtich Aeleves function in smaller groups so they can better fit within 8 inches of a hero for there Frenzied Fervour. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-morathi-blood-sisters-en.pdf Blood Sisters]''': (Optional BATTLELINE: Bloodwrack Medusa General, Min:5, Max:20 130). Your gorgon snake-chicks whose job is to be the army's elite melee anchor unit. Armed with Glaives and their Crystal Touch attacks, they can throw out a reliable amount of damage every turn. Glaives have three 3+/3+/-1/1 attacks at 2" range which would be decent before you consider rerolls from Blood Rites or further buffs from prayers. Sadly Crystal touch took a nerf and now activates at the end of combat and targets 1 enemy unit within 1". The main problem is that they cost quite a lot for only a few models, yes they have two-wounds each but they are still fragile with a 5+ save(unless you bring a cauldron, which you should) and even with Fanatical Faith they really don't have a ton of staying power (for example despite being an elite unit they are less durable than a Liberator or Chaos Warrior) so you will be feeling the loss of each one heavily. Keep them protected with the massive number of buffs you can pile onto them. Large units are also a must simply because of the MASSIVE discount they get in groups of 20. They still pack a punch, and with Morathi's new ability they can get +1 Attack, as well as +1 attack from the new Ironscale. They can also benefit from the ironscales command ability which lets them run and charge with a 2d6 Run move. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-morathi-blood-stalkers-en.pdf Blood Stalkers]''': (Optional BATTLELINE: Bloodwrack Medusa General, Min:5, Max:20 140) Not Longer terrible! In the shadow and pain box blood stalkers have had an upgrade. Now back to 140pts, they have 2 shots each at a 3+/3+/-1/1 with unmodified 6's still causing a mortal wound. This means a unit of 5 can pump out 10 shots now. Added with the changes to Morathri, this means they can also shoot in the hero phase for a command point. So a unit of 20 could do 80 shots a turn! They still have their 24" range and movement 8, with 2 basic attacks in combat. These can now make a solid backbone of a low drop force as you can alpha strike your biggest threat turn one. Worth looking into. Can no longer re roll hit's with blood rites, but are now battleline. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-khinerai-lifetakers-en.pdf Khinerai Lifetakers]''': (Min:5, Max:20 80pts) One of the new Khinerai Harpy units. Lifetakers behave pretty much like flying Witch Aelves. With a pair of average attacks and a version of the Bladed Buckler called the Heartpiercer Shield, which is essentially the same thing; granting them a 5+ save that causes mortal wounds to attackers on six. Strictly speaking they are worse in close combat than Witch Aelves, but they can FLY for one, as well as bein able to Deep Strike onto the battlefield anywhere more than 9" from the enemy. The real draw with Lifetakers over other similar units is that they gain +1 damage whenever they charge into combat and can also fall back from combat '''after''' they have completed all of their attacks on a die roll of 4+, so you can escape during an enemy turn and just charge them again on your own. Get enough of these together and they'll be taking anything down. :* In the new meeting engagement format, these ladies are golden. At 14" movement and a smaller board size in meeting engagement, you are better off deploying them at the edge of the board with a Hag queen. Buffed with Witch Brew and Catechism of Murder, a small unit of 5 will rip any light unit of 10 to shreds. Battleshock will finish the job and you even have a 50/50 chance of backing off to capture the nearby objective. Since they are just 1 wound per model, it works to your advantage when counting wounds to compete for victory points in meeting engagement. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-khinerai-heartrenders-en.pdf Khinerai Heartrenders]''': (Min:5, 95pts) The other of your two new Khinerai Harpy units. The Heartrender variant are your ranged specialists who can fling their barbed javelins up to 12" doing decent 3+/3+/-1/1 damage; although that's only one attack each. While this is actually pretty decent when you compare them to a similar unit like Prosecutors with Stormcall Javelins, Lifetakers come with even more special rules that make them useful. Firstly, they can Deep Strike, arriving anywhere on the table more than 9" from the enemy when you feel like, which is still happily within their shooting range, which also has their Rend characteristic boosed to -2 for that alpha strike attack. Allowing you to genuinely strategise with where to put them and what they can hurt. They can also shoot after running and fall back after shooting on a die roll of 4+, meaning that although 12" is quite a short range for a ranged weapon you have a chance of darting in and out an inevitable counter-charge when the enemy gets annoyed with you. They also have the Heartpiercer Shield which makes them more resilient though admittedly you don't want this unit in melee because they do so much better as a harassing unit. ** At 90 points, it's not hard to get your points back for this unit in ways other than simply killing something outright. Drop two Draichi Ganeth Slaughter Troupe 5-Harpy units in your opponents back field and pepper a hiding hero with your Javelins until you can aggro one of his units to come take care of you. Note: Be mindful of your surroundings and don't drop into a bunch of gun lines... but if you do, they'll spend a turn shooting two 80 point units rather than your 300 point blobs of Witch's and Sister's. Anyways, if you get something to bite, let them charge you, then fly/run/retreat out of there ''towards'' your opponents now-isolated Hero and decide where to go from there. ** Heartrenders can also serve as line backers, able to move and support your units where needed. Use this when faced against armies that put out more damage than they can handle, sitting them behind your hordes of Witches/Sisters to take the brunt of your opponents abuse and chucking Javelins at them then moving into combat to mop up whatever is left. **Arena of Shades shifted quite a bit of the heartrenders, least of all being that their shields are now a permanent addition, providing a 5+ save but losing the counterattack and hiking up their costs a bit. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doomfire-warlocks-en.pdf Doomfire Warlocks]''': (Min:5 140pts) The only males in the faction that you'll see on the tabletop. These guys are actually incredible. They are excessively fast at 14" and they now come with two-shot crossbows they are still great, as they're pretty tough and units of them are collectively Wizards. This makes them incredibly versatile already, letting you play small units to either shoot Mortal Wounds or buff your squishy ladies, but the really great part is their unique spell. First, it's casting value 6, so very easy to get off, then you get +1 to cast if the unit has 5+ models and then its a damage spell that scales to your unit size, topping at a flat 6 Mortal Wounds at 10+ models. Six. Mortal. Wounds. If your opponent sees that even once, he will focus your Warlocks down, but that's alright, since it means ignoring your Sisters of Slaughter and as soon as those ladies are in melee, your Warlocks are safe again. :*Another way to use them is to ignore their trademark spell and see them as a mobile buff support unit. Most time than not DOK tends to be a single directed steam roller which not many units to sit back and cap objectives. This is where The warlocks comes in, they are fast enough to cap and tough enough to stick a little longer vs smaller opposing units compared to using harpies for the similar role esp if they are within range to the blood shield! To top it off their insane 14" movement allows you to position your warlocks in such a way what they can be outside the 30" dispel radius from your opponent and still in range to buff your own units - So use them like the fluff - males whom are only useful as support units to empower our witches and cap objectives so the killing can be done by the girls of khaine.. I mean morathi... **[[Eldar |Even though they are Cavalry, there are multiple ways of being able to Teleport them into the face of your opponent on Turn 1]]. Taking a Shadow Patrol with two units of 10 Warlocks and a General with the Khailebron Command Trait can do just this. [[Rape |That is 6 Mortal Wounds plus 40 4+/4+/-/1 Crossbow shots, and whatever spells you loaded onto the second unit hitting your opponent at once]].* **Actually worth considering now since a 5 man unit gets +1 to casting now. Keep them out of range of ranged units and pump out those mortal wounds **Arena of Shades upped the ante as ALL their weapons improved their wound rolls. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Khainite_Shadowstalkers_ENG.pdf Khainite Shadowstalkers]''': (Min:9, Max:18, 100 points). Your Warcry Warband put into the main game. Unlike most Warcry Warbands however, it's actually pretty decent in Age of Sigmar. It has semi-decent damage output (a 6 inch range shooting attack that hits on 4s and wounds on 3s with no rend, 6s to hit are mortal wounds, and 2 4+, 3+ 1 damage melee attacks per model) with the main event being the unit champion (3, 3+, 3+, rend -1, D3 damage attacks). Enemies also have -1 to hit them in melee (making them tougher than they look), but none of that is why you take them. No, you take them because they can teleport around the battlefield at will. Even after being set up, they can bounce to any point on the field outside of 9 inches of the enemy, with no requirements (no CP, no magic, not even being in combat can stop them). The sheer level of mind games this lets you play with your opponent makes them worth taking right off the bat; Attacking isolated heroes, slipping past enemy lines to get at war machines, hopping onto abandoned objectives, all of it is incredibly easy for the Shadowstalkers and your opponent will have to account for all of it. And even if they do and you can't slip past enemy lines, you can still deploy them as a normal, if fragile, melee unit. Definitely worth a look, especially if you're rocking Khailebron (where they're at their most thematically appropriate). ===Behemoth=== ;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-avataar-en.pdf Avatar of Khaine] : (Behemoth 130pts) So you built a Bloodwrack Shrine and had the statue of Khaine left over? Well GW have fixed that for you. Like 40k Eldar players you can bring your very own incarnation of war and murder to the tabletop. Except this one is an spiky iron golem animated by the prayers of the nearest Death Hag rather than a [[Grimdark|burning daemon animated by the soul of a dead warrior]]. This means that the Avatar '''<u>NEEDS</u>''' to be accompanied by a Priestess and keep her protected, otherwise it stands on the battlefield doing nothing each turn and you'll have wasted your points. This becomes less of an issue if you have the ''Blood Rites'' allegiance ability, which automatically animates your statue from turn three onwards, but seriously, you want this thing moving before then because it's a heavy hitter. In close combat it throws out four attacks at -2 rend and 3 damage, making it your primary character slayer. It also has a ranged attack that spews blood all over the enemy, with six shots at 3+/3+/-2/1 (higher rend than its version on Cauldron) it is nothing to scoff at, making it the near equivalent of whole ranged units in other armies ''(for example: it causes more wounds than a 10 man squad of Glade Guard)''. :*One problem? The Avatar does very little other than be a simple beaststick, it does provide Daughter of Khaine a +1 bravery bonus within 7" although bravery is not one of the major problems the Daughters have to face ''(poor saves come higher on the list)'' though thankfully the bravery bonus applies whether the Avatar is animated or not, because it's still a giant religious icon of their war god. :*Buff your Avatar with Mindrazor and watch him wreck everything in range. His attacks will always be four attacks with -3 rend and 4(!) damage each on the charge. And once in if he is in blood shield aura range he can last quite a while with a 3+ save and 9 wounds :*Unfortunately the big issue with the Avatar of Khaine is that it comes on the Cauldron of Blood, which is just a much better use of it. It misses out on 3 inches of movement, but on the other hand, it can still move without being awoken and is accompanied by a Hag/Slaughter Queen and the extra attacks from her handmaidens, turning the Cauldron into an incredible beat stick once the Avatar is awake.
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