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===Artefacts Of Power=== One Hero (plus an additional hero for each battalion), gets to choose an artefact from the appropriate list. <tabs> <tab name="Masterclan"> *'''The Gnawshard:''' Pick a melee weapon, if this weapon inflicts a wound it continues to inflict 1 mortal wound at the end of each battle round. (What's that sticking out of your neck?) *'''Skavenbrew:''' A favorite returning from WHFB. Once per <strike>battle</strike> turn, in your hero phase, 1 friendly unit within 3" suffers D3 mortal wounds but adds 1 to its attacks characteristic until your next hero phase. Combine with death frenzy and the warlords gnaw gnaw to turn clanrats into soft target blenders. Next general book has a spell that potentially gives a unit rend -3, so keep your eyes on that to make a extra tanky, numerous horde of land sharks. *'''Staff of Rightful Supremacy:''' -1 from enemy wizards casting rolls within 13". Once per battle it can automatically dispel an endless spell. With all the other good artifacts around, this is a skip. </tab> <tab name="Skryre"> *'''The Brass Orb:''' Once per battle, at the start of your hero phase, the pick an enemy unit within 6" and roll a die on a 3+ they get teleported away. Remove them from the battlefield, then at the end of the turn they have to be set up wholly within their territory more than 9" away from enemies. Kinda neat if you're rocking a full-on ranged army. Really clunky though, as it is during ''your'' hero phase and has a range of 8. *'''Esoteric Warp Resonator:''' At the start of each battle round, gain a Warpstone Spark if the bearer is on the battlefield, only to be used for the bearer and only for this battle round. Neat for larger Skryre armies. Essential for running a skyre hero in other armies as it gives you access to skrye army ability. *'''Vial of the Fulminator:''' At the start of the Movement phase, a Skryre Warmachine within 3" can move twice as fast. At the end of the phase, roll a dice, on a 1 the unit takes D3 mortal wounds. Literally +3" movement to specifically a Warp-lightning Cannon. And it takes damage. Hard Pass flesh-thing. </tab> <tab name="Pestilens"> *'''Blade of Corruption:''' Pick a melee weapon. If it's unmodified wound roll is 6 it's rend is -3 and its damage is a flat 6. Only useful on a Verminlord Corruptor, but in that case can be thought of as +0.83 damage to its Plaguereapers in addition to a rend-buff for that damage. Which is overall quite solid. *'''The Fumigatous:''' Start of each combat phase, pick 1 enemy unit within 3β, roll a D6, on a 1-2 nothing happens, on a 3-4 that unit suffers d3 mortal wounds, on a 5+ it suffers D6 mortal wounds. Looks unimpressive on paper, but we're talking a lot of mortal wounds over time. Also notably at the start of the combat phase as opposed to the end. Also that plague priests are made of wet tissues so give to the alter or verminlord. *'''Blistrevous the Living Cyst:''' Strikes first if the bearer charged. Starting at the second battle round you must transfer to another '''Pestilens''' hero each of your hero phases. You want this on a Corruptor and Plague Furnace. If you have 2+ of either of them, this is a solid option - especially when combined with the Blade of Corruption for a really disgusting Corruptor. </tab> <tab name="Verminus"> *'''Shield of Distraction:''' Can't be fought by more than 1 unit per phase. Funky item on a Warbringer. Looks mighty silly when it charges an enemy army alone. Even sillier when it starts tearing said army apart. *'''Rustcursed Armour:''' +1 to saves. At start of combat, pick an enemy hero with an artefact of power within 3" and roll 2D6. if it's higher than their bravery destroy the artefact (a 9.72% chance each turn(EDIT: Where does this number come from??? Depends on the enemy bravery)). *'''Warpstone Charm:''' -1 to enemy saves within 3" At the beginning of your hero phase roll a dice. On a 1 take d3 mortal wound. Personally, I'd skip this one. **''Alternate Take:'' Take on a Clawlord with Verminous Valor in conjunction with a Bell w/ Skavenbrew and a big unit of Clanrats. When the Clanrats don't need the extra attack, pop the brew on the Clawlord who can then redirect those mortal wounds right back to the bell - bringing you ever closer to that sweet sweet Verminlord. Same thing if you roll a 1 on the charm. Any mortal wounds not redirected only serves to power up the Clawlord himself through "Cornered Fury". The Charm comes in handy in this comp since none of the involved units have good Rend values - but very respectable damage outputs. </tab> <tab name="Moulder"> *'''Lash of Fangs:''' Pick 1 melee weapon, if unmodified hit roll is a 6 inflict d3 mortal wounds in addition to normal damage. Hard skip. *'''Foulhide:''' Heal up to 1 wound each of your hero phases, and sets their base wounds characteristic to 10. This one's probably tied with the Crown for the best of the lot, as keeping your Master Moulder alive is top priority if Moulder units make up an important chunk of your army. Can be replaced with Cunning Mutator if you want the Rabid Crown. '''NOTE:''' Having a base wounds characteristic of 10 disallows the use of the "Look Out, Sir" rule, meaning you'll be much better protected against melee units, but pretty much the same against ranged. *'''Rabid Crown:''' +1 to hit for '''Fighting Beast''' & '''Pack''' units within 13β. This is very VERY useful for turning Giant Rats into piranhas on legs. If running more fighting beasts, consider the Foulhide combined with Moulder Supreme. </tab> <tab name="Eshin"> *'''Shadow Magnet Trinket:''' Once per battle the bearer can fight first in combat phase. When deep striking your Deathmasters, they should never need to fight first since they should be getting hit that turn. And after that it'll probably situational. Skip. *'''Farskitter Cloak''': Once per battle remove the bearer and set them up anywhere on the battlefield more than 9β from the enemy. It takes a relic for Eshin to deep strike decently. And that ability sure isn't worth an artifact slot. *'''Gnawbomb:''' Once per battle 1 terrain feature within 6β becomes a Gnawhole until your next hero phase. Maybe useful? If you're mad enough to take it with a plan, let the rest of us rat-friends know how it goes. </tab> </tabs>
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