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===Command Traits=== Your General, depending on its type, gets to choose one trait from the appropriate list. <tabs> <tab name="Shared"> *'''Devious Adversary:''' if your general fights in melee against a unit that hasn't fought yet add 2 to the attacks characteristic of each of their weapons. </tab> <tab name="Masterclan"> *'''Supreme Manipulator:''' When you take a heroic action you can Re-roll the heroic leadership roll. Hard skip. *'''Master of Magic:''' Re-roll all casting, dispelling, and unbinding. Insane pickup for ensuring you get to cast key Endless spells and ''especially'' for shutting down key enemy spells. *'''Diabolical Schemer:''' Roll a D6 each time your opponent issues a Command within 13" on a 5 the command isn't recieved, they lose that command point and you receive it instead. This can be nerve-wracking for armies that rely on key command abilities for buffs/bravery mitigation. You're likely to steal a CP each game, which, depending on when it happens, can really throw a wrench in certain game plans. Probably not worth it over the trait above though. </tab> <tab name="Skryre"> *'''Masterful Scavenger:''' Receive 2 extra warpstone sparks. Not the best trait, but still generally preferable to the shared ones if you're taking a large Skryre army. *'''Deranged Inventor:''' 1 friendly Skryre unit wholly within 13" can add 1 to hit rolls for missile attacks this phase. Take along a Bombardier with this, pop some warp-crack, and watch those Jezzails start pulling off 360 no-scopes with the precision of a mountain-dew infused CoD enthusiast. 2+ to hit against protected characters is nothing scoff at. It seems this is specifically aimed towards buffing Stormfiends and Acolytes. *'''Overseer of Destuction:''' If a unit within 13" is hiding a weapon team and they're destroyed, you can save the weapon team and set it back up wholly within 3" of your general and 3" away from enemies. **Might be useful but at initial glance seems like a trait only useful for when you make a mistake. </tab> <tab name="Pestilens"> *'''Master of Rot and Ruin:''' +1 to chanting rolls for this general. Prayers being re-rollable is pretty solid and will help you get those Great Plagues faster than ever. Kind of redundant with The Neverplague, but also makes it to where you don't ''need'' to activate it immediately and can chuck some mortal wounds at a nearby enemy instead. *'''Architect of Death:''' +1 to plagueclaw missile attacks damage characteristic wholly within 18β. Only affects Plagueclaws. If you're spamming catapults, may as well throw this in. Not that you should spam catapults though. *'''Ridden with Poxes:''' At end of combat phase, roll a dice if within 3β of an enemy, on a 4+ inflict D3 mortal wounds on one of those units. Meh. </tab> <tab name="Verminus"> *'''Verminous Valour:''' The Masterclan Skilled Manipulators ability, but it gets passed to any Skaven unit regardless of size. If you choose a Verminus army this and Savage Overlord is your bread and butter. *'''Savage overlord:''' If a Skaven unit within 3" fails Battleshock you can make them take d3 mortals instead. One of the 4 Battleshock prevention methods at our disposal. *'''Powerful Alpha:''' First 2 wounds, regular or mortal, EACH PHASE are negated. </tab> <tab name="Moulder"> *'''Cunning Mutator:''' the Masterclan skilled manipulators ability, but it gets passed to any Moulder unit regardless of size. *'''Hordemaster:''' Once per battle when a pack unit is destroyed you roll a die and on a 3+ an identical unit replaces it and it's set up wholly withing 13" of the general and 9" away from enemies. Only once, you can't replace a unit you already replaced, but you CAN roll to replace a unit twice. Roll using the Master Moulder first and if that doesn't work, roll again with Hordemaster. *'''Moulder Supreme:''' +1 to hit and wound rolls for friendly fighting beasts wholly within 13". Essential if you're running a bunch of Moulder. Can be replaced with the Rabid Crown and Crack the Whip to give +1/+1 when not going full monstrosity. </tab> <tab name="Eshin"> *'''Unrivalled Killer:''' Counts as 2 eshin heroes for Eshin battle traits. *'''Incredible Agillity:''' Can fly and can finest hour twice instead of once. Lets you charge over units and reach key targets after you set up your Deathmaster. *'''Shadowmaster:''' Whilst within 1β of terrain unit is invisible and can't be shot with missile weapons. Great way to keep your Deceiver from being sniped early in the game. </tab> </tabs>
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