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===Special Equipment=== Sorcerer Prophets and Daemonsmiths come with or have access to several special items besides magic items. *'''Blood of Hashut''' (Sorcerer Prophet): One time use for 20pts. So, while in CC, INSTEAD of throwing standard attacks, you may use Blood of Hashut. You pick a single model in direct contact with yours, declare usage and roll a dice. Result different than 1 means success. It gives you D6 auto hits at a strength equal to the opponents armour save. So a Chaos Lord with Chaos Armour and Enchanted Shield (AS 2+ in total) is being wounded at 2+. No Armour Saves allowed against, damage inflicted as per usage of magic weapon and also count as Flaming Attack. Nice, if you expect your Prophet to be engaged in close combat. Actually brutal. *'''Naphtha Bombs''' (Sorcerer Prophet and Daemonsmith): Small throwing weapon, hit causes D3 S3 hits, armour piercing and flaming attacks. 1 on to-hit roll causes automatic flaming wound on the bearer. Not really that great, units won't really care about D3 hits and monsters usually have high toughness. Can be nice on something flammable (hello Ash Storm) but still has only S3. Only if you have the 15pts to spare. Can also be taken by the Infernal Guard Overseer for 5pts! :*There ''is'' one very good reason to take Naphtha Bombs: Combining them with Fireglaives for a better Stand & Shoot reaction. If a stand & shoot charge reaction is made against a unit that starts its charge outside the maximum range, "''the shooting is resolved normally assuming the enemy is just within maximum range of the shooting unit's shortest-ranged weapon''" - that means the 6" from the Naphtha Bombs, and well within the 9" short-range of the Fireglaives! And even any pistols which might be in the unit. Technically it also applies to the Blunderbuss, but you ignore modifiers anyway so long range as long as 10 of those models are firing. A very neat trick, also worth giving the Overseer the Naphtha Bombs, even if it means that you lose one shot from a Fireglaive. You can decide: If the enemy is outside 9", use the bomb, if he is within, use the Fireglaive. (''Shoutout to Nalgrund over at CDO for this spot'') *'''Darkforged Weapon''' (default weapon for Sorcerer Prophet): Magic attacks, roll at the beginning of the game for a special ability. If you have multiple Sorcerer Prophets, duplicates must be re-rolled. You will hardly be able to get your Sorcerer Prophet to be a real fighter Lord, even with 100pts magic items. And if you buy a magic weapon, your Darkforged Weapon is lost, so you might as well keep it. Two special abilities add to your magic capabilities (+1 to channeling or +1 to dispel, yay!), one is a S3 flaming breath weapon (hooray) and three have effects in close combat. You get either Eternal Hatred (see ''[[Warhammer/Tactics/8th_Edition/Dark_Elves#Army_Rules|Dark Elves]]''), Multiple Wounds (D3) or always wound on 2+, with the huge caveat that 1's on to-wound rolls inflict a wound on the Prophet instead (no saves!). Ouch. All in all, even with one of the three abilities for close combat, your Sorcerer Prophet is still not a fearsome adversary. *'''Ensorcelled Weapon''' (default weapon for Daemonsmith): +1S in close combat, magic attacks, can be used with shield for parry save. So a Daemonsmith comes with S5 out of the box but can't really be made into a strong fighter anyway, so no need to spend points on a magic weapon, very welcome! ====Mounts==== *'''Great/Bale Taurus:''' Your principal mount for hitting the enemy hard is a powerful flying monster with flaming attacks. It cannot be wounded by spells from the Lore of Fire and it heals D3 wounds if hit by one; they also hit everyone in close combat with them automatically with S4 (save the rider), and successful non-magical wounds done to it must be re-rolled (thanks FAQ). A Bale Taurus has +1T and +1W and also features a flaming S4 Breath Weapon for 80pts extra, but unfortunately it shares the same issue as the regular Taurus: the only character who can take them shouldn't be taking them. If you're using them anyway, just shell out the extra points for the Bale Taurus and melt something, you might as well have fun with it while it lasts. *'''Lammasu:''' This little guy is taken from the Storm of Magic book, and has a nasty CC aura (all magic weapons aside from the rider's in base contact do not function). Watch as big boss-man Karl Franz goes from being the Teddy Roosevelt of Warhammer to George Bush reading fairy tales to Kindergartners. It is a Level 1 caster and has access to Lore of Shadow, so you can get a sorcerer mount for your sorcerer (yo dog). However, as he will only get level 2 don't count on Mindrazor, but you can get access to some Hexes. Unfortunately has the exact same issue as the Taurus': the only character who can take them shouldn't be taking them, they're way too vulnerable on a flying monster. That being said, they are the army's only access to lore of shadow, and as of the FAQ he can get the Mace Tail (extra attack at +1 Strength), Sorcerous Exhalation (S4 breath attack) and Level 2 upgrades, and you might as well take them if you're still getting a Lammasu. *'''Giant Wolf:''' The only mount option for a Hobgoblin Khan, confers Fast Cavalry rule on the Khan, which is lost when he takes a shield (like the regular wolf riders). Get it if you want a warmachine hunter/redirector, skip it otherwise.
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