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===Named Characters=== * '''Skarr Bloodwrath:''' The End Times dude is back and he's real killy. Unusually for a Hero, named heroes in particular, Skarr does not buff your army at all and is at his best against hordes of weak infantry by doing pretty much what the Stormcast Decimators wish they could do. He has five attacks with the cool statline of 2+/3+/-1/1. While this seems underwhelming when compared to most other melee heroes, he does have the awesome trick of being able to exchange his attack count with the number of models in his range, which is 3", absolute maximum for melee weapons. Now you see 30 Plague Monks, now you don't. However, even with a fixed attack count of 5, he's no hero or monster killer. Keep him to murder the small stuff, let your Mighty Lord take care of the mighty foes. Also, Skarr has a chance to come back from the dead at the end of any turn in which at least 8 models were killed, so he feels most at home in big games where 8 deaths per turn is nothing special. If that's ensured, simply throw him at the opponent in wild abandon, he'll be back anyway. Best case, he murders the faces off 7 dudes, gets killed and then you already have 8 kills together. * '''Valkia the Bloody:''' Your own goddamn Valkyrie, which is kind of ironic with Sigmar now being Odin and all. Either way, Valkia grants rerolls to Battleshock in a big bubble, but with a twist: If you reroll and models still flee afterwards, you lose another D3 models on top. If you lost so many models that even on a 1 someone flees, it might be in your best interest to not use the reroll, but it can save your ass. Valkia is also pretty good in combat, especially when charging, as her spear gains D3 damage when doing so, putting her at 6 attacks with 3+/3+/-2/D3, a profile most monsters will feel insecure over (especially your awful awful Khorgorath). Between her 3+ save and her awesome shield, she's also pretty tanky so long as you keep her away from Mortal Wounds. In other words, against Dorfs, '''do not''' use her as a War Machine hunter as their Flame Cannon will murder her clean off the board. * '''Scyla Anfingrimm:''' High number of wounds, two great attacks as well as 2D6 okay attacks onto which he adds 1 for every wound he suffered. He can also unbind spells like a Wizard, moves as fast as Skullcrushers and has an awesome rule that allows better pile-in moves. Only problem? He only has a 5+ save and no Command Ability. Oh, and 8 Wounds can be problematic in wound-counting systems, as it's rather a lot for less survivability than a Mighty Lord of Khorne. Interestingly, Scyla actually lost the Hero keyword, though he's still unique and still a Monster. *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/warhammer-aos-skaarac.pdf Skaarac the Bloodborn, Greater Khorgorath of Khorne] (Forge World)''': The first AoS creation by [[Forge World]], this is a massive snowflake Khorgorath. It comes with a hearty 16 wounds and can kill with its boiling hot blood (decreasing as it gets hurt more), massive hooves, and a random amount of attacks with its countless sharp instruments (going from 2d6 to d6 to d3 as it weakens). It works best in the thick of mobs, where it can force anyone it hits to test Bravery at -2 if he hurts them and can regain wounds if he kills. Wizards need to take caution around it, as they'll need to re-roll casting if they do it nearby, and killing it with elite models only puts them in danger from its death-throes explosion, that deals a Mortal Wound ''to every model within D6" of him''. You can easily kill 10 minis with that alone; it can do nothing, or it can be one of the most powerful abilities of the game. Use it with Kairos Fateweaver to get a guaranteed 6" range and vaporize entire units. Unlike Scyla, he also has a Command Ability of surprising use to a monstrous army, as it allows nearby '''Khorne Monsters''' to charge and run in the same turn. *'''[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/Mazarall-The-Butcher.pdf Mazarall the Butcher, Daemon Prince of Khorne] (Forge World)''': Another surprise monster, another Khorne addition for AoS...as if there aren't enough already. Has the basic trappings, 12 wounds, 4+ re-rollable save, the ability to unbind a spell per turn, and a move speed that weakens with damage. However, he at least has a missile attack...that's rather tough to hit, but offers d6 attacks at -1 Rending. He also has a wicked axe that gains more attacks the more it kills and less rending the more damage he takes and a shield with a variable number of attacks (d6 to d3 to 1 depending on damage). Charging also makes him deadly, as he gets to roll a d6 for any enemy next to him in combat and deals d3 mortal wounds on a 4+. His Command Ability allows a single '''Khorne''' unit to re-roll wound rolls of 1. Rather unimpressive, really. * '''Korghos Khul:''' You can take your Mighty Lord of Khorne as Korgos Khul (the lord from the basic set that always fights with Vandus Hammerhand and all that), with the restrictions that he must be in a Goretide battalion as the lord if you take it, and if he is in any battalion, all other Khorne Mortal models in it must come from the Goretide. Well, and you have to paint him in Goretide colors, I suppose... Apart from that, he's exactly like a Mighty Lord, but has an additional ability, Aqshy's Bane. It lets him re-roll all failed hit rolls during the hero phase (because he and his dog, Grizzlemaw, HATE EVERYTHING!) and, in each of your Hero phases, he can pile in up to 8" and attack. Let that sink in: it's like he has a 13" Move (5+8), he attacks two times in your turn, and the first time the enemy can't even respond! First strike, baby! Coupled with his Command Ability to make better charges, he can easily kill multiple units each turn. But there's more: he still has the Axe that instakills anything it wounds on 5+. Coupled with his re-rolls to hit, and because the instakill happens at the end of the phase where he wounds, that means each turn you have 2/3 chance of killing anything! Well, some things have saves-after-the-save that makes the two wounds a turn more difficult, but most of those Monsters your opponent has that costed him 300 or more points will get a no-return ticket to the Realm of Khorne! This means that your opponent will either keep his expensive guys out of reach from Korghos, or he'll try to kill him in one shot. Both outcomes are great, because they force the hand of your opponent and lets you make him play your game. To sum all up, always take Korgos if you can: he's fast and killy as hell, he supports very well your army if he's the General, he's a perfect counter to expensive models, and he's even very cheap to get in monetary terms.
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