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===Troops=== '''Flesh hounds:''' with 2 wounds and fast with a movement of 8" with re-rolling to charge's with 4 attacks a unit of 10 of these can ruin any target that does not have good saves but the thing that makes these guys so criminal is they can stop enemy casting spells having 10+ gains +1 to the result of unbinding and being near a blood letter hero they can reroll failed unbinding results. '''Bloodletters:''' these are your rank and file units for Khorne with a standard stat line but what makes these guys deadly is any roll of 6 to hit is a mortal wound rather then normal damage great if your dealing with hero's but that also hints there hero killers due to there choice of banner. The blood soaked banner every time you kill a enemy hero with this unit gains 1+ to its charge rolls for the rest of the game and this is stacking. Unless you wish to reinforce your units due to there poor saves you will loose bloodletters so unless there immune to battleshock test some how with the Gore-drenched icon every result of 1 on battleshock the unit gains D6 bloodletters. Taking a unit of 20+ and you make them hit at 3+ wound at +3 and with a bloodletter hero they can reroll results of 1 to hit and to make things more deadly with a hornblower force a enemy who is not immune to battleshock to reroll there battleshock success. And remember that the +1 to hit will make their decapitating blow work on 5+, so one third of their attacks will automatically become mortal wounds. Add a Khorne Bloodbound Bloodsecrator and paint the town red. '''Bloodcrushers:''' Bloodletters on mounts all coming with the same rules as bloodletters minus the +20 rule and the d6 models for the gore banner but they get a icon to give them d3 bloodcrushers when rolling 1 on battleshock the thing these guys get is because of the mount that if they charge into combat they do on a roll of a dice of 4+ d3 mortal wounds if they have a bloodletter hero with them they get reroll all failed hits if they charged that turn. '''Skullcannon:''' This is an interesting unit: it's a cannon that can do significant damage at range, but has a melee statline with special rules that make it look as though it's made for close combat. In truth, it's a hybrid unit made to do both. Starting off with the basics, the Skull Cannon is a 7 wound model that has a single shooting attack with 3+ to hit, +3 to wound, -2 rending, and D6 damage; however, when shooting at units of +10 the Skull Cannon adds +1 to its hit rolls, making it hit on a +2. Moving on to its melee profile, it has the standard Hellblades with 2 attacks at +4 to hit, +3 to wound, -1 rend, and one damage with hit rolls of 6 or more causing a mortal wound. In addition, it has a single Gnashing Maw attack with a +4 to hit, +3 to wound, -1 rending, and D3 damage. Pretty mediocre, until you read its special rules: its melee rule Grind their Bones, Seize their Skulls allows the cannon to make an additional shot at the end of the combat phase if it caused any wounds with its Gnashing Maw attack; and according to the wording, it doesn't need to kill the target, but rather it just needs to cause a single wound. Furthermore, due to the strange rule set for AoS, you can still used ranged weapons in the shooting phase even if you are locked in combat. This essentially means that you can fire the cannon, charge, eat their skulls, and fire additional shots with your skull cannon while continuing to do so in sub sequential turns. And even if this doesn't sound good enough, remember you can always add a Blood Secrator into the fray, which according to his special rules, '''adds +1 to the attack characteristic of MELEE weapons used by units with the Khorne Keyword'''. This is especially great for the Skull Cannon, for a unit of three can pump out 3 cannon shots a turn with +2 to hit against +10 blobs, 9 hellblade attacks, and 6 Gnashing Maw attacks!. And if you wound any models with those Gnashing Maws? You'll only fire more skull cannon shots. All for a measly 21 wounds. Yea, those mediocre artillery pieces aren't so unexceptional anymore, are they? They're a great, borderline op unit when supported. Have them serve as a frontal unit for charges, while aiming them at hordes of lesser units. They will also definitively surprise your opponent: nobodies going to suspect their units getting charged by fucking artillery. It's fitting that one of Khorne's only ranged units is also made for close combat, serving as a pretty hilarious sight on the tabletop, and a symbol for Khorne's martial prowess. * If you really want to shit on your opponent for whatever reason, bring a bloodstoker to whip your cannons into shape. That +3 to charges, in addition to its 8 inch movement, makes the skull cannon have a shockingly high threat range. Furthermore, the +3 to wound is good, but not fully reliable; re-rolling 1's to hit is going to almost guarantee you'll be wounding your opponent.
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