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====Daemons==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_KeeperOfSecrets.pdf Keeper of Secrets]:''' (Behemoth 420pts)On the nose point value aside, they are absolutely amazing. You can choose between the Ritual Knife, Sinistrous Hand, Living Whip, or the Aegis. The Hand is probably your best bet. Has a watered down Feeding Frenzy for a command ability that gives an OTHER unit a second activation; you can't target yourself anymore), meaning it needs to chaperone something else to get the most use out of it. Can also tempt an enemy hero, doing D3 mortal wounds if they decline. If they accept, the enemy hero gets +1 to hit rolls until the next combat phase, at which point you roll. The tempted hero instantly dies on a 4+. It doesn't matter if it's Archaon, the Celestant Prime, Nagash, or Vorgaroth, and Skalok. They drop dead. (do keep in mind you are giving them a +1 to hit for the whole next turn in exchange for them not taking some damage and maybe dying next turn. Be cautious about giving your opponent a buff to take the lead). *'''[https://www.forgeworld.co.uk/resources/PDF/AoS_Warscrolls/aos-warscroll-soulfeaster-keeper-of-secrets-2019.pdf Soulfeaster, Keeper of Secrets]:''' (Behemoth 385pts) An interesting prospect now, because the regular Keeper now costs like a truck and its command ability is no longer as powerful as it was. Its ability can generate depravity from enemy HEROES & cause mortal wounds, meaning it generates D3+1 if the tendrils work. Make it a Godseeker general, it generates D3 from a charge (+1 if another friendly charges). If you focus on DP generating in general, you could get 12DP in your first turn, enough to summon another Keeper your next turn. Madness... but with how expensive our choices are - perfectly viable. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_TheContortedEpitome.pdf The Contorted Epitome]:''' (255pts) Your support piece and magic specialist. 2 re-roll casting attempts & 2 unbinds. Ignores mortal wounds on a 2+ and at the start of the combat phase, you can roll 1 dice for each enemy unit within 3" of this model. On a 4+, this model cannot be picked as the target of attacks made by that unit in that phase until this model makes any attacks in that phase. Now wants to be near combat as it has some of the few 2D in the book. Its 5+ regular save & 7 wounds means it's still paper thin, so should always be escorted by regular troops. Pairs well with the Enrpaturess & Fiends to shutdown enemy magic. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_InfernalEnrapturess.pdf Infernal Enrapturess]:''' (140pts) Your support and a minor artillery piece. Use's her harp to shoot from afar. The kicker: Re-roll successful casting rolls for enemy Wizards that are within 24" of any friendly models with this ability! Additionally, if the re-rolled casting roll is a double, that Wizard suffers D3 mortal wounds after the effects of the spell (if any) have been resolved. To top it all office, this model can attempt to dispel 1 endless spell and when doing so add 1 to the dispelling roll. However against any non-magic focused army, it's basically useless compared to just taking Blissbarb archers for shooting or a Viceleader herald for the magic. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Viceleader.pdf Viceleader (Herald Of Slaanesh]:''' (140pts) Herald on foot. Has a 5+ FNP and can run and charge. Its spell on a 5 grants a reroll of 1 to hit for attacks against one enemy unit, basically useful for everything in your army. Much better than they first appear, especially if used as a "squad". If you don't want to buy the Finecast trash, instead use a model from the Chariot kit. Cheapest source for Locus of Diversion. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_BladebringerOnSeekerChariot.pdf Bladebringer on Seeker Chariot]:''' (190pts) Herald on a small chariot. On a 2+, does D3 mortal wounds when charging, and can retreat and charge to land those other mortal wounds. Decent but the Exalted offers up much more. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bladebringer_Hellflayer_ENG.pdf Bladebringer on Hellflayer]:''' (215pts) Herald on a Hellflayer. At the start of the combat phase, roll a dice for each enemy unit within 1" of this model and on a 4+, that enemy unit suffers D3 mortal wounds. In addition, for each 4+, add 1 to the Attacks characteristic of this modelโs melee weapons until the end of that phase. Has more attacks then the basic chariot, so is a solid blender. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_BladebringerOnExaltedChariot.pdf Bladebringer on Exalted Chariot]:''' (265pts) Herald on a big chariot, so big it overflows off the base. Basically the Seeker Chariot + Hellflayer + Herald, but can't retreat and charge, unlike the Seeker Chariot version; which you can change via playing Godseekers. It's more like the Hellflayer than the Seeker, where you want your hero's mount to deal as much damage as possible. This thing just blends any lightly armoured unit with its crazy number of attacks. 10W, 23A and no degrading profile makes this a really good choice. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Deamon_Prince_eng.pdf Daemon Prince]:''' (210pts.) Fast and decently killy. His CA grants him a 12 inch aura that gives +1 to hit rolls and attacks to friendly Slaves to Darkness units as long as a single friendly model is slain within range by enemy melee.
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