Age of Sigmar/Tactics/Old/Chaos/Skaven/Clans Skryre

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Please note: Second Edition will be released on the 30th of June this is based only in what Warhammer-Community.com has leaked so far. Please feel free to add depth to the article once we get the full release.

Allegiance

Battle Traits

  • Strength in Numbers: for every 10 models of Skaven Skryre unit, add 2 to Bravery instead of 1 during battleshock tests. This usually only applies to acolytes.
  • Warpstone Sparks: At the start of battle but before set up, you gain 3+d3 Warpstone sparks. A Spark can be spent once per phase on your Skryre units to re-roll: wizard casting and unbinding rolls, a Hero's failed to hit or wound roll, or it can double the damage characteristic of any Skryre modules successful attack. This decision to re-roll must be made immediately after rolling. And to stick to the theme of instability, after the spell or attack resolves, roll a die, and on a 1 the unit suffers D6 mortal wounds.

Command Traits

  1. Malevolent: re-roll wound rolls of 1.
  2. Cunning Creature: Instead of piling and attacking during the combat phase, the general can perform an 8" withdraw.
  3. Deeranged Inventor: re-roll failed to hit roll of Skryre War Machines withing 6".
  4. Masterful Scavenger: Start with D3 extra warpstone counters.
  5. Verminous Valour: On a 4+, a Skryre unit takes a wound or mortal wound in the form of a mortal wound.
  6. Overseer of Destruction: re-roll hit rolls of 1 for friendly Skryre Weapon Teams within 6".

Artefects

  1. Assassins-bane Rigging: If alive at the end of the combat phase, units that attacked this model suffers a mortal wound on a 3+ roll.
  2. Esoteric Warp Resonator: Once Each turn this model dose does not expend a Warpstone counter.
  3. Skryre's-breath Bellows: Roll a dice for each other model within 3" (Friend or foe), it takes D3 Mortal wounds on a 5+.
  4. Vail of the Fulminator: at the start of the Movement phase, a Skryre WarMachine within 3" can move twice as fast but takes a mortal wound.
  5. Vigordust Injector in the Hero phase a Skryre unit within 6" gain 1 to charge and hit rolls until your next hero phase, but then take D3 Mortal wounds.
  6. Brass Orb: once per battle in your shooting phase, the closest enemy model within 6" is slain on a 6+.

Warscrolls

Named Characters

  • Ikit Claw/Arch-Warlock: He can fire his Warpfire Gauntlet once per battle to deal d3 mortal wounds. Gets Warpstorm as his exclusive spell, allowing him to deal d3 mortal wounds to up to 3 units within 18" if he rolls a 2+ for that unit. An awesome Wizard (2 spells/unbinds a turn) with an awesome spell, in very tough armor and with decent melee, why aren't you using him? And he´s not even a named character, not many armies get that.

Heroes

  • Warlock Engineer: Gets Warp Lightning as his exclusive spell, Like pre-nerfed Arcan Bolt, it deals d3 mortal wounds to a unit within 18". Can overpower his generator before casting it: if it's correctly cast, it deals d6 mortal wounds, but if it fails the Engineer suffers d6 mortal wounds. A great Wizard, use him if you want power at any cost, if you want stability, use the Grey Seer.

Troops

Battlelines

  • Stormfiends: Want to win games? Give 3 of them warpfire projectors, any unit in range of 8" will do a MINIMUM of 6 mortal wounds, with no hit, no wound, a straight up character killer. This unit has a ton of different equipments to choose from. The melee weapon options include the Doomflayer Gauntlets (hitting on a 2+ in the turn they've charged), Shock Gauntlets (every attack becomes d6 attacks if you rolled a 6 to hit) and Grinderfists (basically they're their own Warpgrinders), and the former two also come with an extra wound for each model. Missile weapons instead offer stuff like Ratling Cannons, Windlaunchers (same +1 to hit and "can shoot at units they can't see" as Globadiers) or Warpfire Gauntlets (take a guess). Powerful and versatile, think deeply what role you want them to play in your army.
  • Poisoned Wind Globadiers/Skryre Acolyts: Get +1 to hit when shooting against units with 10+ models. Can also shoot against stuff they can't see like the Poisoned Wind Mortar dudes. So, put them behind your combat units to mantain them safe and get in range (9"), and throw crystal balls of death to highly armored units (they got -2 Rend). Do that and you´re golden.

Weapon Teams

  • Doom-Flayer Weapon Team: Can overpower before attacking. You roll a dice: on a 2+ you attack but dealing d6 wounds instead of d3, but if you get a 1 the Weapon Team suffers d3 mortal wounds. Also gets +1 to hit rolls when charging. Not very good: too slow for using him like a Chariot, and will probably die if it doesn't attack first. Still, you can use him and his -2 Rend to support your basic infantry against highly armoured units.
  • Ratling Gun Weapon Team: Same, but this time the wouds it inflicts if the overpower is successful are 4d6 rather than the regular 2d6. Also gets +1 to hit when shooting to units within 9". Very good; his relatively low range makes it risky, but it spouts a lot of good shoots. By the way, note that each "misfire" of each Skyre Weapon Team is different (read them all!), but all of them hilarious: for the Ratling Gun, the crew trap themselves in the mechanisms and get mincemeated.
  • Warpfire Thrower Weapon Team: Like Ikit's Gauntlet, but with the usual overpower mechanic that allows it to deal d6 mortal wounds. Slow and fragile (everyone will shoot at them), but if you put them in your center, leaving a gap between you infantry units, you can support them when they enter close combat with the enemy; just position yourself and incinerate the enemy units already in combat with yours.
  • Warp-Ginder Weapon Team: As before, it starts underground with a whole other unit. In any Movement phase, you can roll a dice and on a 3+ the unit and the Warp-Grinder are placed anywhere on the field within 9" from any enemy unit. Very strategic and useful, if you use it well, though it's still kind of random.
  • Poisoned Wind Mortar Weapon Team: Instead of overpowering, they try to throw the orb more far away increasing the maximum shooting range from 22" to 30", but the mechanic is the same. You also get +1 to hit against units with 10+ models and it always deals 6 wounds against units with 20+ models and shoot against units that the mortar can't see but are in the range. Put them behind your lines and massacre big hordes; sometimes they're meh, sometimes they're great.
  • Warplock Jezzails: If they don't move they get 4+ saves against enemy shooting attacks and also reroll 1's to hit as long as there are no enemies within 3". A 6 to hit deals mortal wounds. Can be good against armor, but they're (again) pretty random. If nothing else, they got great range.

Warmachines

  • Doomwheel: Moves 2d6" and deals d3 mortal wounds on trampled enemies. You can overpower it to double the movement roll, but if you get a double your opponent decides the direction. Pretty good shooting and move: each turn, fry something, trample over it, then charge it, and your DOOMWHEEL will pay for itself in one turn.
  • Warp Lightning Cannon: Can deal up to 6 mortal wounds when shooting. You actually have to roll a dice in order to calculate the minimum roll you need for the wounds to score. Also gets +1 save against missile weapons. Decent, but too random and low Range; other armies get much better artillery.

External links


Age of Sigmar Tactics Articles
General Tactics
Order
Chaos
Death
Destruction
Others