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====Ironjaws====
====Ironjaws====
Orruks being,... well, [[Orks|orruks]] have decided that being in Archaon's turf is one of the best places to get a good fight, so some bands of them have make this place their home. Centered on the Brutes and 'Ardbois, is a melee powerhouse warband.
Orruks being,... well, [[Orks|orruks]] have decided that being in Archaon's turf is one of the best places to get a good fight, so some bands of them have make this place their home. Centered on the Brutes and 'Ardbois, is a melee powerhouse warband.
'''[Double] Charge!:''' A fighter can use this ability if there is a visible enemy fighter within 6" of fighter. This fighter makes a bonus Move action to finish closer to closest visible enemy fighter than at start of that Move action.
'''[Double] Shield Bash:''' After fighter's next Move action, pick visible enemy fighter within 1". On 4-5 allocate 1 damage point, on a 6 a number equal to ability value.
'''[Double] Duff Up Da Big Thing:''' Until end of fighter's activation add 2 to Attacks and Strength characteristic of fighter's Attack actions with Range characteristic of 3 or less and target an enemy fighter with a Wound characteristic of 15 or more.
'''[Triple] Waaagh!:''' Add the value of this ability to the Move characteristic of friendly fighters within 6" of this fighter, when this fighter uses this ability, until the end of battle round.
'''[Triple] Da Grab an' Bash:''' Pick a visible enemy fighter within 1" of this fighter an roll a dice. On a 3+, until the end of battle round, that fighter cannot make Move actions or Disengage actions. In addition, on a 6, this fighter can make a bonus Attack action against that enemy fighter.
'''[Quad] Rampaging Destroyer:''' Until the end of this fighters activation, add 1 to Attack characteristics of Attack actions made by this fighter. In addition, each time an enemy fighter is taken down by an Attack action made by this fighter this activation, this fighter can make a bonus Move action.
====Bonesplitters====
====Bonesplitters====
These guys are so nutters, or their shamans are that some of them eventually make their way to Eightpoints and start smashing heads. That's it, really. One of the cheapest to do, as it revolves only on the Savage Orruks, including the Big Stabbas. More fragile than the Ironjaws, but with more ranged options.
These guys are so nutters, or their shamans are that some of them eventually make their way to Eightpoints and start smashing heads. That's it, really. One of the cheapest to do, as it revolves only on the Savage Orruks, including the Big Stabbas. More fragile than the Ironjaws, but with more ranged options.

Revision as of 02:25, 13 August 2019


A specialist game for Age of Sigmar and successor to Skirmish, Warcry was initially described in previews to incorporate aspects of both Kill Team and Warhammer Underworlds, though the end result bears little resemblance to either. It looks to offer a much more complex and nuanced take on the various Chaos factions of Age of Sigmar.

The Game

Seeking the favor and blessing of the Everchosen, warbands of Chaos cultists and other denizens of the Mortal Realms clash for supremacy within the Varanspire, a hub of activity at the heart of the Eightpoints (formerly known as the Allpoints before Chaos fully up and moved in), which happens to be a certain somebody's seat of power.

So far the following mechanics and characteristics has been confirmed:

  • As with all their games lately, Open, Narrative and Matched play modes.
  • The game is played in a rather small area, around 20" x 30" with lots of scenery, similar to Kill Team.
  • The standard game generation is handled by four decks of cards that determine scenery disposition, deployment, objectives and game's special rules. Specific sets of scenery have exclusive cards that are added to the decks and Matched play have special scenarios with deployments and special rules.
  • Instead of the tried-and-true methods of armybooks and regular profiles, the game goes the way of many skirmish games of late, like Malifaux and all the rules of a particular warband and their models are printed in cards instead of the Core rulebook: the kind of units avaliable with the special rules of the units in the reverse and cards that detail all the unit's stats. The warband boxed sets seem to include a complete set of these cards, as does the small packs of the 9 non-Chaos warbands.
    • The units have locked equipment, determined in their cards but some units have different cards with different equipment which is more prevalent in the non-Chaos warbands. For example, the Iron Legionnaires of the Iron Golems can be equipped with one-hand weapons and shields, two hammers or a whip and hammer.
  • The game sports an Initiative roll weird as fuck. Let's do it slowly: for that, each player roll 6D6, then each player separates their dice not out of Successes like 3+ nor highest roll, but by the number of dice whose results appear more times. Yup, is as weird as it sounds. Those dice who didn't repeat are Singles and the player with more of those win Initiative. The dice that repeat are Doubles, Triples or Quad, depending if they repeat two, three or four times respectively. These pairings of dice are used as fuel of the warband's abilities, being more powerful those who require Triples or Quads.
    • In this roll you also have the Wildcard dice. The Wildcard is a dice you get each turn to add to any place in the roll, either adding another Single or upgrading any repeats to Triples or Quads. Any Wildcard not spent is kept to the next turn. This gives the game an interesting layer of strategy that relies in both randomness and using in-the-moment chances, which pleases you-know-who (this is about Chaos, any surprises?).

Chaos Warbands

An interesting detail that ties all the warbands together is the fact they all worship Chaos Undivided and know little to nothing about the dark gods. Instead they see Archaon-senpai as a physical embodiment of Chaos and fight for his approval.

Iron Golems

"We Create War!" Hailing from the Realm of Metal, these obnoxiously Norwegian-accented warriors are renowned for the quality of their smithing, believing themselves chosen by Archaon himself to forge arms and armor for the Slaves to Darkness. They also have both Duardin and Ogors. They seem to be the most Classically Chaos of the warbands.

Abilities:

[Double] Throw Bolas: Pick a visible enemy fighter within 6" of this fighter and roll 2 dice. For each roll of 4-5, allocate 1 damage point to that fighter. For each roll of 6, allocate a number of damage points to that fighter equal to the value of this ability. (Universal ability)

[Double] Spine-crushing Blow: Add the value of this ability to the Strength characteristic of the next attack action made by this fighter this activation that has a Range characteristic of 3 or less. (Brute ability)

[Double] Lead with Strength: 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 move action or a bonus attack action. (Leader ability)

[Triple] Living Battering Ram: Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability. (Destroyer ability)

[Triple] Stand Defiant: Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters while they are within 6" of this fighter. (Bulwark ability)

[Quad] Whirlwind of Death: Allocate a number of damage points to all visible enemy fighters within 3" of this fighter equal to the value of this ability. (Berserker ability)



Untamed Beasts

"Hunt the Hunter!" Bloodthirsty predators (Not that kind, Slaanesh!) from the Realm of Beasts, these primal cultists bring the old school Chaos Marauder vibe with their adornments and weapons made of bone and leather. Of course, what's a good Conan cosplay without some MUSCULARITY? They appear to be accompanied by a horned lion creature from the bestial realm of Ghur, fully equipped with My Little Pony-ish hip brand.

Abilities:

[Double] Savage Fury: Add 1 to the Move characteristic of this fighter for the next move action they make this activation, and add 1 to the Attacks characteristic of the next attack action they make this activation. (Universal ability)

[Double] All-out Attack: 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 move action or a bonus attack action. (Leader ability)

[Double] Beastmaster: Pick a visible friendly fighter with the Beast runemark within 4" of this fighter. That fighter makes a bonus attack action. (Agile ability)

[Triple] Pounce: Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visibile enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability. (Beast ability)

[Triple] Harpoon Snag: This fighter makes a bonus attack action. After that attack action, the fighter targeted by that attack action makes a bonus move action directly towards this fighter, as if they were jumping, a number of inches equal to the value of this ability. (Brute ability)

[Quad] Unleash the Beast: Until the end of the battle round, add half the value of this ability (rounding up) to the Attacks and Strength characteristics of attack actions made by this fighter that have a Range characteristic of 3 or less. (Universal ability)

Splintered Fang

"One Cut, One Kill!" A Chaos murder cult from Cobra Command the Realm of Life, these guys are another multi-race warband, including both humans and aelves, and have a Spartan/Gladiator aesthetic. And snakes. They really like snakes. Like... a lot.

Abilities:

[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. (Universal ability)

[Double] Ensnaring Net: Pick a visible enemy fighter within 3" of this fighter. Until the end of the battle round, that enemy fighter cannot make more actions or disengage actions. (Leader ability)

[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. (Bulwark ability)

[Triple] Snake Charmer: Pick a friendly fighter with the beast runemark within 4" of this fighter. That fighter makes a bonus attack action. (Mystic ability)

[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. (Brute ability)

[Quad] Paralyzing 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. (Universal ability)

Corvus Cabal

"Pick Clean the Corpse!" A Lost Boys-Go-Metal tribe from the Shadow Realm of Ulgu who worship Chaos in the form of a crow called the Great Gatherer, and as such have a heavy crow theme going on.

[Double] Raven Dart: Pick a visible enemy fighter within 8" of this fighter and roll a dice. On a 3-5, allocate 1 damage point to that fighter. On a 6, allocate a number of damage points to that fighter equal to the value of this ability. (Universal ability)

[Double] Swift Climb: Until the end of this fighter's activation, do not count the vertical distance moved when this fighter is climbing. (Elite ability)

[Double] Harrying Raven: Pick an enemy fighter within 20" of this fighter. Until the end of the battle round, that fighter cannot make disengage actions. (Scout ability)

[Triple] Sweeping Attack: The fighter makes a bonus move action. In addition, if the fighter finishes that move action 3" or more vertically lower than their starting position, they can make a bonus attack. (Agile ability)

[Triple] Grisly Trophy: Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range characteristic of 3 or less made by visible friendly fighters while they are within 6" of this fighter. (Leader ability)

[Quad] Death from Above: This fighter makes a bonus move action and they can make a bonus attack action. Add 1 to the Strength characteristic if that attack action if the fighter finished the move action 3" or more vertically lower than their starting position. (Universal?? Hard to tell from pictures).



The Unmade

"Agony is Our Gift!" A Warband originating in Shyish, the Realm of Death, these Chaos followers revel in both enduring and brandishing physical torment and pain as a weapon. Their favorite pastimes include long walks through the torture chambers, wanton sadism, and severing their own limbs and faces. Lots of spikes and chains, even some heavy metal stilts. Can you say Darkest Dungeon? They also wear their faces as belts. How nice.

[Double] Nightmarish Visage: Pick an enemy fighter within a number of inches of this fighter equal to the value of this ability and roll a dice. On a 3+, until the end of the battle round, that fighter cannot make move actions or disengage actions. (Universal ability)

[Double] Barbed Strike: Until the end of this fighter's activation, if any attack action made by this fighter scores any hits or critical hits, subtract 1 from the Toughness characteristic (to a minimum of 1) of the target fighter until the end of the battle round. (Universal ability)

[Double] Chain Garrote: Pick an enemy fighter within 5" 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. (Minion ability)

[Triple] Flaying Frenzy: Roll a dice for each visible enemy fighter within 3" of this fighter. On a 3-4, allocate 1 damage point to the fighter being rolled for. On a 5-6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability. (Destroyer ability)

[Triple] Vessel of Torment: 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 move action. Then, they can make a bonus attack action. (Leader ability)

[Quad] Gift of Agony: This fighter makes a bonus attack action. Add 1 to the Strength and Attacks characteristics of that attack action if this fighter has any damage points allocated to them. (Universal ability)

Cypher Lords

"Let Madness Reign!" Hailing from the Realm of Light, these cultists bring a little more of a civilized and seductive bent to chaos. Their attire is the crisp equivalent of drycleaned Chaos, looking like what would happen if Slaanesh designed the Thousand Sons. They are also, interestingly enough, the first insight into what life is like in Hysh, the Realm of Light, since Age of Sigmar began. No Teclis and Tyrion here, folks!

Abilities:

[Double] Throwing Stars and Chakrams: Pick a visible enemy fighter within 6" of this fighter and roll 2 dice. For each roll of a 4-5, allocate 1 damage point to that fighter. For each roll of 6, allocate a number of damage points to that fighter equal to the value of this ability. (Universal ability)

[Double] Acrobatic Leap: This fighter can fly when making move actions until the end of their activation; however, when flying, they cannot move vertically upwards more than 3". (Universal ability)

[Double] Low Sweeping Blow: Roll 1 dice for each visible enemy fighter within 2" of this fighter. On a 4-5, allocate 1 damage point to the fighter being rolled for. On a 6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability. (Destroyer ability)

[Triple] Shadowy Recall: Pick a friendly fighter with the Minion runemark that is within 12" of this fighter. Remove that fighter from the battlefield and then immediately set them up anywhere on the battlefield within a number of inches of this fighter equal to the value of this ability. (Mystic ability)

[Triple] Shattered Gloom Globe: Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of the attack actions made by enemy fighters while they are within 6" of this fighter. (Leader ability)

[Quad] Spinning Somersault Strike: This fighter can fly when making move actions until the end of their activation; however when flying, they cannot move vertically upwards more than 3". In addition, this fighter makes a bonus move action. Then, they can make a bonus attack action. (Universal ability)

Scions of the Flame

Unknown warband seen in leaked images from the rulebook. The Scions of the Flame are a cult from Aqshy that worships Chaos as a great flame that will consume the Mortal Realms.


Spire Tyrants

Unknown warband seen in leaked images from the rulebook. Already native to the Eightpoints, the Spire Tyrants are elite gladiators who work in the fighting pits of the Varanspire. Having mastered the arena, they seek further status in service to Archaon. Though only a single sillhouette has been seen of them, they seem to be rocking the classic Warriors of Chaos aesthetic.

Non-Chaos Warbands

In addition to the six Chaos warbands duking it out in the myriad of locales of the Eightpoints, nine other groups of warriors have been announced in the form of Warband Cards. These card sets will allow the following nine factions to join in the battles, bringing all new combinations and flavors of combat to the Varanspire! Unfortunately, we aren't getting new minis for them though, which is a huge bummer, seeing as the Chaos minis look awesome However, you can always use the Warhammer Underworlds' ones when applicable.

Order

Stormcast Eternals

This is Age of Sigmar, so OF COURSE the sigmarite bois (sadly, no gals) are going to be present. The Vanguard chamber is the one present, and is a surprisingly ranged warband with some potential in melee and mobility.

Daughters of Khaine

Morathi thinks of Varanspire a legitimate threat, and all damage done here is good. Typical glass cannons as always Whitches, Melusai and Kyrenai form the roster of this faction.

[Double] Bathe in Blood: A fighter can use this ability only if they are within 3" of a visible enemy fighter with 1 or more damage points allocated to them. Until the end of this fighters activation, add 1 to the Attacks and Strength characteristics of attack actions made by this fighter.

[Double] Turned To Crystal: Pick a visible enemy fighter within 6" of this fighter and roll 2 dice. For each roll of a 4-5, allocate 1 damage point to that fighter. For each roll of a 6, allocate a number of damage points to that fighter equal to the value of this ability.

[Triple] Heartseekers: If the next attack action made by this fighter this activation scores one or more critical hits, and the target fighter is more than 3" away, allocate a number of damage points to that fighter equal to the value of this ability.

[Triple] Slaughter's Strength: Until the end of this fighters activation, add the value of this ability to the Strength characteristic of attack actions made by this fighter that have a range characteristic of 3 or less.

[Triple] Sacrifice to Khaine: A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation. Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range characteristic of 3 or less made by visible friendly fighters while they are within 6" of this fighter.

[Quad] Death on the Wind: This fighter makes a bonus move action. Then, they can make a bonus attack action. In addition, add 1 to the Strength characteristic of that attack action if the fighter finished the move action 6" or more from their starting position.

Idoneth Deepkin

Some Idoneth are willing to take the risk of using tainted souls for their nourishment. Namarti of Both Kinds and eel riders form a rather extreme band of either cheap units with some strength or expensive steamrolling cavalry.

Death

Legions of Nagash

More like Deathrattle & friends but whatever. Using the Necromancer as center point, the Skeletons and Grave Guard is meant to drown you enemy on bodies... which is the same as in AoS, really.

Nighthaunt

The dead souls of Allpoints were mostly a local hazard than a threat, but then Nagash contacted them with a deal... Revolving mostly on the Starter sets' stuff (Chainrasps, Stalkers & Reapers) plus Spirit hosts; so if you have the bigger ones, you're set. Attrition is their key, using their great defense, but meager offense.

Flesh-Eater Courts

Deluded as they are, some ghouls think to go in a quest to Eightpoints and bring some of their friends with them. A fast warband, but don't expect much from the ghouls, unlike their Crypt Horrors who are slower but hit like a truck.

Destruction

Ironjaws

Orruks being,... well, orruks have decided that being in Archaon's turf is one of the best places to get a good fight, so some bands of them have make this place their home. Centered on the Brutes and 'Ardbois, is a melee powerhouse warband.

[Double] Charge!: A fighter can use this ability if there is a visible enemy fighter within 6" of fighter. This fighter makes a bonus Move action to finish closer to closest visible enemy fighter than at start of that Move action.

[Double] Shield Bash: After fighter's next Move action, pick visible enemy fighter within 1". On 4-5 allocate 1 damage point, on a 6 a number equal to ability value.

[Double] Duff Up Da Big Thing: Until end of fighter's activation add 2 to Attacks and Strength characteristic of fighter's Attack actions with Range characteristic of 3 or less and target an enemy fighter with a Wound characteristic of 15 or more.

[Triple] Waaagh!: Add the value of this ability to the Move characteristic of friendly fighters within 6" of this fighter, when this fighter uses this ability, until the end of battle round.

[Triple] Da Grab an' Bash: Pick a visible enemy fighter within 1" of this fighter an roll a dice. On a 3+, until the end of battle round, that fighter cannot make Move actions or Disengage actions. In addition, on a 6, this fighter can make a bonus Attack action against that enemy fighter.

[Quad] Rampaging Destroyer: Until the end of this fighters activation, add 1 to Attack characteristics of Attack actions made by this fighter. In addition, each time an enemy fighter is taken down by an Attack action made by this fighter this activation, this fighter can make a bonus Move action.

Bonesplitters

These guys are so nutters, or their shamans are that some of them eventually make their way to Eightpoints and start smashing heads. That's it, really. One of the cheapest to do, as it revolves only on the Savage Orruks, including the Big Stabbas. More fragile than the Ironjaws, but with more ranged options.

Gloomspite Gits

The Bad Moon has turned its leering glare to the Eightpoints, and with it comes the Moonclan Grots ready for a good krumpin’. You’ll mostly be pulling from the stalandard Grots box, as well as Squig Hoppers/Boingrot Bounderz and the Caves Squigs+Herders. Like always, you’ll be one of the more numerous warbands in the game.


The Specialist Games of Games Workshop
Warhammer 40,000
(Classic):
Battlefleet Gothic - Epic - Gorkamorka
Inquisitor - Lost Patrol - Necromunda - Space Hulk
Warhammer 40,000
(New):
Aeronautica Imperialis - Assassinorum Execution Force - Adeptus Titanicus
Betrayal at Calth - Blackstone Fortress - Shadow War: Armageddon
Necromunda - Kill Team - Space Marine Heroes - Combat Arena - Space Marine Adventures
Warhammer Fantasy: Blood Bowl - Man O' War - Mordheim - Warmaster
Warhammer: Age of Sigmar: Gorechosen - Warhammer Underworlds - Skirmish - Warcry
Board Games: Chaos in the Old World - Relic