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Warcry/Tactics/Splintered Fang
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==Abilities Overview== * '''[Double] Poisoned Weapon''': Until the end of this fighter's activation, the Strength characteristic of attack actions made by this fighter count as being higher than the target's Toughness characteristic. (Faction-wide Ability) **''Ability Commentary'':-As discussed above, one of the strongest Warband-specific universal abilities in the game. This ability alone takes Splintered Fang from "absolute dogshit-tier" to "remotely viable-tier". If you're playing Splintered Fang, then this is the one ability you'll use more than anything else. One thing to note is that this effect only applies during a fighter's activation. So any abilities which allow a Fighter to make another attack action ''outside'' of their own activation are not affected. Shame. * '''[Double] Ensnaring Net''': Pick a visible enemy fighter within 3" of this fighter. Until the end of the battle round, that enemy fighter cannot take move actions or disengage actions. (Trueblood) **''Ability Commentary'':-Another staple of the Warband. You'll use this to set up combos with your other fighters. Since your Trueblood has a 2" weapon, park him 2" way from the target, throw the net, and then start poking him. Target priority is very important when using this skill. Ideally, you'd want to pick targets who don't have a reach of 2" or more, but you have access to enough 3" weapons in this army that you can even do it to these targets and be OK. If you must sacrifice some of your Trueblood's wounds to get it done, it's probably worth it just to keep a key target in place. Other great targets for this ability are any Fighter that has a Charge ability (Ogor Breachers, Rocktusk Prowlers, anything on a Squig or mount, etc.), anything that relies on hit and runs tactics (Corvus Cabal, Cypher Lords, etc.), and enemy leaders. You can also use this defensively to get out of a bad situation. Honestly, it uses are pretty varied and because you currently MUST include the Trueblood as your Warband leader you'll find yourself using it often. Keep in mind that abilities which allow a fighter to "be removed" from the battlefield and set up again (such as the Cypher Lords '''[Triple] Shadowy Recall''' ability) are NOT prevented by the net as it is technically NOT considered a "move". The net will stay on the target ''before'' and ''after'' being "teleported", but not '' during'' the teleport. * '''[Double] Fanged Buckler''': Pick a visible enemy fighter within 1" of this fighter and roll a dice. on a 3-4, allocate 1 damage point to that fighter. On a 5-6, allocate a number of damage points to that fighter equal to the value of this ability. (Venomblade w/Barbed Whip and Clearblood w/Shield) **''Ability Commentary'': -A boring "Shield Bash" ability. Very lackluster, even for a double. Most of the time, you'll be better off taking weapon options with more reach rather than more toughness, so this won't come into play much anyways. You'd be much better off saving any doubles for '''[Double] Poisoned Weapon''' than this, even if you do take shield options on some fighters. It is interesting to note that this particular Shield ability has a higher chance of dealing value damage, which can make it appealing, but it's still too unreliable to use often. You should be poking things at 2"-3" anyways, so the 1" range on it is also limiting. It can be used if you are holding an objective and are attacked as a defensive measure, but your ability dice are typically better used for something else. * '''[Triple] Snake Charmer''': Pick a friendly fighter with the '''beast runemark''' within 4" of this fighter. That fighter makes a bonus attack action. (Serpent Caller) **''Ability Commentary'':-This is obviously meant to be used in conjunction with Serpents and it has to potential to make for a pretty powerful ability in snek heavy rosters. One interesting thing to note is that if you take any Chaotic Beasts in your Warband, this ability can affect them as well (remember, the fighter only needs to have the '''beast runemark''', it's not specific to ''only'' sneks. So this means Razorgors, Chaos Warhounds, Harpies, and Raptoryx can be given an extra attack. * '''[Triple] Relentless Killer''': A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation. This fighter makes a bonus attack action. (Pureblood) **''Ability Commentary'':-Another generic "extra attack action" ability, only this time on a triple and attached to a condition. If you have a triple and for some reason don't have a Snake Charmer on the battlefield then it may come in handy. It only applies to the Pureblood, who isn't typically your best option for a beatstick either. It's better than nothing, but otherwise pretty mediocre. * '''[Quad] Paralysing Venom''': Until the end of this fighter's activation, add the value of this ability to the damage points allocated by critical hits from attack actions made by this fighter, and after each attack action made by this fighter, roll a dice. On a 5-6, until the end of the battle round, the target fighter cannot make a more action or disengage action. (Faction-wide Ability) **''Ability Commentary'':-This ability has a LOT of upsides but is too random to be considered reliable. Firstly, the extra damage only applies to crits, which mathhammer says will only happen once per activation-on average (even assuming two full attack actions are used). Secondly, the immobilization effect will only come into play on a 5+ rollable only after an attack ''action'', not any successful hits. This means if you aren't using at least two attack actions the chances for this to happen are low. Regardless, the upside can be pretty huge and the fact that it is available to every fighter in the Warband may come in handy if you get odd Initiative Dice rolls. Interestingly enough, this ability is best used with Serpents, as they already have high crit values and have the most amount of attacks per attack actions (5). Serpents, using two whole attack actions are putting out, on average 13 wounds. It'll mostly crit at least once on two attack actions, taking this from a potential 13 wound attack to a 14-19 wound attack and a 33% chance to immobilize. More on Snek tactics below.
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