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	<title>2d4chan - User contributions [en]</title>
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		<id>http://2d4chan.org/mediawiki/index.php?title=Sisters_Repentia&amp;diff=427854</id>
		<title>Sisters Repentia</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sisters_Repentia&amp;diff=427854"/>
		<updated>2020-12-26T15:29:42Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:2385:EF00:35EA:8438:EC39:E97C: /* Gallery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Promotions}}&lt;br /&gt;
[[File:Sisters of repentia sisters of battle Adepta Sororitas rule 34 montage can&#039;t believe how hard fetish rule 34 Warhammer 40k myoc redux.jpg|400px|thumb|right|Does this turn you on? Then you&#039;re a sick fuck. Still, [[FATAL|it could be worse]].]]&lt;br /&gt;
{{topquote|Should any Sister, in her deeds or thoughts, sin, she should willingly and immediately make her fault known to her Superior, and amend with a pure heart. If she does not usually fail in this manner, let her be given but a week’s penance, but if her sin is great, let her go apart from the company of her Sisters, so that she may not sit at table with them, nor kneel in prayer at their side. Let her go alone, submitting herself to the will of the almighty God-Emperor of Mankind. Let her don the hood of the penitent and take up the the ceremonial eviscerator, and seek her redemption upon the field of battle.|Rule of Sororitas}}&lt;br /&gt;
&lt;br /&gt;
The [[Sisters of Battle|Adepta Sororitas]] are paragons of faith and purity; [[Flamer|violent points of light]] in the [[Grimdark|grim darkness]] of the far future. It is their [[Emprah|god]]-given duty to ensure that mankind does not stray from the light of the Emperor. But despite their rigorous training, some sisters encounter an obstacle that even they feel they are unable to overcome. Spurred on by their &#039;&#039;(often mistaken or inflated)&#039;&#039; sense of shame, these self-damned few, in their quest to attain absolution, place themselves in squads known as the &#039;&#039;&#039;Sisters Repentia&#039;&#039;&#039; so that they may atone for their sins.&lt;br /&gt;
&lt;br /&gt;
...while looking like submissives that are just using giant chainswords and wearing some more red than usual. Their model designers were &#039;&#039;definitely&#039;&#039; into some shit, but us [[fa/tg/uy]]s ain&#039;t whining.&lt;br /&gt;
&lt;br /&gt;
==Taking the Oath==&lt;br /&gt;
Basically, Repentias are the 40k equivalent of [[Slayer|Slayers]]. &lt;br /&gt;
&lt;br /&gt;
When the weight of guilt or shame bears down too heavily on a member of the Adepta Sororitas they can present themselves to their Sister Superior (Who will whip them for transgressions via [[Power weapon#Neural Whip|Neural Whip]], [[/d/|kinky...]]) and request to take the Oath of Penance which will set them down a path of no return. &lt;br /&gt;
&lt;br /&gt;
They get formally removed from their sisters in a ceremony of mourning and are taken to the Inner Sanctum of their chapel, where they get stripped and [[Bald|shaved]], and spend their time meditating and flagellating each other until it is time for battle where its members don mere scraps of leather and chain [[Chain Weapon#Eviscerator|eviscerators]] to their hands and are then driven forward by their &#039;&#039;&#039;Mistress of Repentance&#039;&#039;&#039; so they can spend their lives in glorious battle.&lt;br /&gt;
&lt;br /&gt;
Ordinarily a Sisters Repentia finds absolution in death; by blindly charging the nearest enemy. As hilarious as it is to picture a bunch of semi-nude nuns bull rushing a [[carnifex]] or a [[baneblade]] through a hail of gunfire, it is, admittedly, a fucking badass way to die.&lt;br /&gt;
&lt;br /&gt;
Funnily, out of something like four named Repentia sisters in the fluff, three were reinducted into their orders after meritorious deeds or a sufficiently long penance (technically 2.5, as Celestine died THEN was reinducted). Though it can be explained as dead people making poor protagonists, pardoning 75% of your kamikaze penitents is as wholesome as 40k can get.&lt;br /&gt;
&lt;br /&gt;
As punishingly gruelling as it sounds, the whole process is usually voluntary. The Adepta Sororitas is only made up of individuals who actually want to be there, and those lacking in faith or fortitude are weeded out early in the selection process at the novice stage. Very occasionally is the oath imposed as a punishment for those who fall below the exacting standards of the sisterhood, but as mentioned; the Sisters &#039;&#039;really&#039;&#039; want to be there, so such punishments must certainly be uncommon.&lt;br /&gt;
&lt;br /&gt;
Any member of the Adepta Sororitas can take the oath, not just the [[Sisters of Battle]]. So Sisters Hospitaler, Dialogus or Famulous can all take the mantle of the penitent. Even though they might not have the same level of military training, they all go about their business with the same level of gravity, though in all likelihood, a member of a non-combatant order will potentially have to travel to a different convent to take the oath, and that might be quite a journey in itself!&lt;br /&gt;
&lt;br /&gt;
As much as it can be joked at how self-imagined their supposed crimes might be, the Sisters take matters of faith &#039;&#039;VERY&#039;&#039; seriously, and even a single moment of doubt can be enough to condemn an individual in her own mind. If the Sister in question then later confesses her transgression to her superiors, they will treat it with equal severity and agree whether or not the Oath of the Penitent is appropriate.&lt;br /&gt;
&lt;br /&gt;
It is possible for a Sister to voluntarily take up the transgressions of someone else and atone for them with her own death. This is considered perfectly acceptable and the Sister Repentia is treated no differently than a Repentia who had committed the sin herself. &#039;&#039;(More rarely such a transgression cannot be paid with by a single death, so the Sister takes a different oath -see below)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once inducted into the Repentia, it takes some exceptional and miraculous circumstances to come back out of them alive. If the assignment to the Repentia was a punishment rather than a voluntary act, the &#039;&#039;&#039;Mistress of Repentance&#039;&#039;&#039; may decide that the sin has been adequately atoned for and the Sister may return to her unit. Though in most cases, the Sister has already made up her mind that her sins necessitate her own death, therefore the longer she lives the more she is actually failing to keep to her oaths, [[Grimdark|and is therefore just accumulating more reasons to kill herself]].  Very rarely &#039;&#039;(as in, we know of one case -Saint Celestine)&#039;&#039; a Repentia can have a divine epiphany and ascend to a [[Living Saint]]. Presumably at which point her oath is fulfilled, because she now has a higher purpose. Should she ever flee from battle on the other hand, she will be condemned to being forced into a [[Mortifier]] for the rest of her miserable existence. &lt;br /&gt;
&lt;br /&gt;
And, if you&#039;re into [[rape|more]] [[Slaanesh|unique]] [[FATAL|diversions]], [[PROMOTIONS|it can be a]] [[NSFW|feast for the eyes]], too.&lt;br /&gt;
&lt;br /&gt;
Judging by the 8th edition models, keeping their heads shaved throughout their repentance isn&#039;t important, as clearly some of them lived long enough for their hair to have grown back to a short length.&lt;br /&gt;
&lt;br /&gt;
===Tabletop===&lt;br /&gt;
For 85 points, you get a Sister of Battle dominatrix armed with whips, and four naked humans each armed with an Eviscerator, with the option to add more naked chicks to the harem of the Mistress for a measly 14 points each.&lt;br /&gt;
&lt;br /&gt;
The fact that they are Sisters of Battle means they come with a 6++ invulnerable save, which makes their faith their primary measure of protection. They also get &#039;&#039;Fleet, Fearless&#039;&#039;, and &#039;&#039;Rage&#039;&#039; giving them four S6 AP2 attacks on the charge.&lt;br /&gt;
&lt;br /&gt;
Finally, once per game they may get &#039;&#039;Feel No Pain (3+)&#039;&#039; for a turn if they pass a Leadership test (Ld 9 with the Mistress).&lt;br /&gt;
&lt;br /&gt;
The Sisters Repentia occupy that somewhat grey area between awesome and useless: A full squad of them will happily tear apart any vehicle you point them at, throwing 2D6+6 on armour penetration rolls meaning even a few of them have a shot at taking down Land Raiders and Super-heavy Tanks.&lt;br /&gt;
&lt;br /&gt;
Against bigger, more threatening targets like dreadnoughts or Imperial Knights, the fact that they have Invulnerable save means they &#039;&#039;could&#039;&#039; survive a hit from them, which is more than most units can say, short of [[Terminators]].&lt;br /&gt;
&lt;br /&gt;
The problem is that as a &#039;&#039;Dedicated&#039;&#039; close combat unit, they &amp;lt;u&amp;gt;SUCK ASS&amp;lt;/U&amp;gt; in a genuine melee fight. &#039;&#039;&#039;Firstly:&#039;&#039;&#039; They have to charge to get the benefit of &#039;&#039;Rage&#039;&#039; but without decent armour they are likely to get cut down by overwatch fire. &#039;&#039;&#039;Secondly:&#039;&#039;&#039; without any guns of their own and because Repentia have to strike last with those Eviscerators. They cannot do anything to prevent enemy chargers reaching them and potentially wiping the squad before they have a chance to do anything. Even dumbass [[Tau]] or [[Necron]] players who think that Fightan&#039; is better than Dakka, could charge basic troops at them and still kill the Repentia before they do anything.&lt;br /&gt;
&lt;br /&gt;
Against more threatening melee units like Space Marines &#039;&#039;(or Monstrous Creatures)&#039;&#039; having a 3+ FnP is useless, even though it sounds good on paper. Because having Toughness 3 means their FnP gets negated by weapons of Strength 6 or higher, which are all over the place in the form of Fists, Mauls and Hammers, and many of the units with access to them have a better invulnerable save than the Sisters do anyway. So even their faith can&#039;t save them from being cut in half or squished to a pulp.&lt;br /&gt;
&lt;br /&gt;
At 14 points for a &#039;&#039;Fearless&#039;&#039; Eviscerator with &#039;&#039;Rage&#039;&#039; there isn&#039;t much to complain about, you are getting what you pay for. They might have been better if they could be taken in squad sizes larger than nine + the Mistress, then you could afford to take the inevitable losses. Or some form of assault transport &#039;&#039;(without resorting to Allies)&#039;&#039; so they can be delivered to exactly where they needed to be.&lt;br /&gt;
&lt;br /&gt;
====8th Edition====&lt;br /&gt;
&lt;br /&gt;
And...then 8th edition dropped. Okay...no more rage. They get Shield of Faith, and Acts of Faith. They have a 3+ WS...except Eviscerators give &#039;em a -1 penalty. So, 4+. Two attacks, one wound, armor save is 7+. Their eviscerator, though? That makes it. Strength X2, for 6 total means they hit a Marines equivalent on 3+, AP-2 means they can negate a Nob&#039;s armor save. But leaves them less then that all-important x2 toughness, and just one short of equaling a Dreadnought&#039;s armor. All in all? They&#039;re cheap. And the new Detachments system means slots aren&#039;t as important. &lt;br /&gt;
&lt;br /&gt;
Meanwhile? The Mistress of Repentia now takes up her OWN slot! Her Neural whips gain +1 to wound if she has higher leadership...but since she&#039;s 5+ on a Marine Equivalent? That just makes her decent. AP-2 means she almost nullifies weaker armor, and she has some grenades. Still...she can reroll failed Shield of Faith checks, which is awesome. But JUST her. And, ANY Soritas within six inches can reroll Advance, Charges, AND Hits...And she herself counts. Pity her problem isn&#039;t HITTING.&lt;br /&gt;
&lt;br /&gt;
===Chapter Approved===&lt;br /&gt;
[[File:423px-Repentia_Blanche.jpg|200xp|thumb|right|The two haircuts available to classic 40k characters: Top-knot and full shave]]&lt;br /&gt;
The Repentia first appeared as a special character in Citadel Journal, inspired by some Blanche artwork depicted right here; and where the modern Repentia are Slayers, the old ones were Night Goblins Fanatics. Not even bothering giving them Eviscerators and assembling them into proper squads, the order simply kicked them out of the monastery and told them to get lost on the frontline, resulting in Repentia joining random imperial units in battle after battle, until their weapons were depleted, their armor broken, and they ultimately met redemption through death.&lt;br /&gt;
&lt;br /&gt;
Observant people will notice that she&#039;s rocking the remnants of her power armor without a functioning powerpack. Faith does move mountains.&lt;br /&gt;
&lt;br /&gt;
In terms of rules she stayed behind when the unit she was attached to retreated, locking the enemy in melee and preventing them from pursuing. The Repentia gained absolution if she won the ensuing close combat, but good luck with that considering she&#039;s facing a unit that crushed her + a whole squad at the same time on the previous turn.&lt;br /&gt;
&lt;br /&gt;
==Sister Oblatia==&lt;br /&gt;
A [[Dark Heresy|variant]] on the Penitent&#039;s oath; the Sister Oblatia seeks not to atone for her own misdeeds, but instead takes on the sins committed by another: Most commonly a blood relative or a respected colleague, but can also be a whole family line, a population center or an entire planet.&lt;br /&gt;
 &lt;br /&gt;
What makes them different from &#039;&#039;&#039;Sisters Repentia&#039;&#039;&#039; is that the accumulated sin needs a lot more work to atone for. So unlike with Sisters Repentia, merely dying in service isn&#039;t good enough. They must accumulate an equivalent level of redemptive deeds to wipe the slate clean. So while a glorious death is still the end goal, the Sister Oblatia needs to keep a conscious tally of what contributes to the overall redemption of their oath, so they will only throw their lives away if it is actually worth doing so. In many cases they will find that their task can never be completed given the magnitude of the original sin.&lt;br /&gt;
&lt;br /&gt;
Because it&#039;s so uncommon and the magnitude of responsibility so great, Sisters who want to take the oath have to be vetted by their superiors to judge the validity and intention of the oath. Presumably to make certain that the Sister is not going to throw her life away in the first engagement and actually accomplish nothing, but also to ensure that the weight of sin is actually something worth atoning for and not just some imaginary or minor transgression &#039;&#039;(as with Repentia)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Sisters Oblatia swear similar oaths to Repentia, they undertake similar rites of self-mortification, fasting and meditation. When they take up the mantle of penitent they are viewed as dead and gone by their former companions. However given the uniqueness of their oath, they are NOT stripped, shaved, bundled into Repentia squads, and whipped into glorious battle. Instead they are left to their own devices to determine how to pay the debt they have taken responsibility for. &lt;br /&gt;
&lt;br /&gt;
Some end up in service to the [[Inquisition]], finding that the balance of repayments comes a lot quicker while hunting heretics, xenos or daemons directly. Though likely most just become wandering Sisters who attach themselves to warzones or crusades and help out where they can.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Repentia_1.jpg|Sisters Repentia are supposed to repent.&lt;br /&gt;
Image:Repentia_2.jpg|Warhammer 40,000. Your premier source for dyke nuns that use giant [[Chainsword|chainsaws for swords]]. &lt;br /&gt;
Image:X6eb14.jpg|Awww! Repentia-chan is adorable!&lt;br /&gt;
Image:SistervsLeviathan.jpg|The Emperor Protects.  Except in the case of tentacle rape.&lt;br /&gt;
Image:Misterofbattlerepentia.jpg|Concept model of 8th Edition Repentia, with her chainsword muscles on full display despite showing less skin and her hair growing back. Comments of &amp;quot;enjoy your dykes bro&amp;quot; were common.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Sisters-of-Battle}}&lt;/div&gt;</summary>
		<author><name>2001:8003:2385:EF00:35EA:8438:EC39:E97C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Trazyn_the_Infinite&amp;diff=511177</id>
		<title>Trazyn the Infinite</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Trazyn_the_Infinite&amp;diff=511177"/>
		<updated>2020-12-26T14:42:55Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:2385:EF00:35EA:8438:EC39:E97C: /* Things on Trazyn&amp;#039;s &amp;#039;Must Have&amp;#039; List (and how to get some of them, perhaps.) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MattWard}}&lt;br /&gt;
{{Awesome}} &lt;br /&gt;
{{Heresy}}&lt;br /&gt;
[[File:Trazyn.jpg|300px|right|thumb|He&#039;s come to steal your shit! (Probably literally, if it&#039;s rare enough) And if you&#039;re (un)lucky, he might even steal you.]]&lt;br /&gt;
{{topquote|I welcome all... to a place in my carefully curated collection!|The kleptomaniac himself, presenting the Necron faction in Battlefleet Gothic Armada 2}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trazyn the Infinite&#039;&#039;&#039;, also known as &#039;&#039;&#039;Trollzyn the [[Tarpit]] Breaker&#039;&#039;&#039; and &#039;&#039;&#039;Trazyn the Grave Robber&#039;&#039;&#039;, or Possibly Trazyn the shiny Stealer, is the best [[Necron]] Overlord/Phaeron (while &#039;&#039;technically&#039;&#039; his title is Overlord, he has his own Overlord subordinates and rule his own little empire like Phaeron). Basically what you&#039;ll get if you combined Doctor Doom, a [[Tomb King]], a [[Blood Ravens|Bloody Magpie]] and the Terminator, with a hint of Captain Jack Sparrow.&lt;br /&gt;
&lt;br /&gt;
Trazyn the Infinite, ruler of the [[Tomb World]] named Solemence (which happens to be a Dyson Sphere powered by a [[C&#039;tan]]), is a self-proclaimed preserver of histories, artifacts and events. In his possession are technologies and relics that are so valuable as to be priceless. Amongst his collection are the fabled wraithbone choir of Altansar, one of the preserved head of [[Sebastian Thor]], the ossified husk of an Enslaver and a suit of baroque power armour, complete with the Custodes who was still wearing it. This means that he is one of only two entities in this or any other universe that rivals the stealing power of the [[Blood Ravens]] (the other being the Deffskullz.) In such a dangerous galaxy, Trazyn is loath to go out and explore it himself, but with so many exquisite artifacts to see and catalogue, he cannot afford to miss out. As a result he will send out substitutes of himself to do his dirty work. On the battlefield this can become increasingly irritating, as killing what appears to be Trazyn may simply be a [[Lychguard]] or a Necron Lord. Meanwhile, somewhere nearby, the real Trazyn is busy smashing his way through his foes to get his metal hands on his latest acquisition. &lt;br /&gt;
&lt;br /&gt;
(That&#039;s how the fluff handles it; the crunch rules imply that he simply takes over the body of another Lord, Lychguard, or [[Cryptek]]. He was there; you killed him; he just ran like the troll he is. [[Butthurt|Oh, and you didn&#039;t]] [[Alpha Legion|get Slay The Warlord by the way.]] &amp;lt;s&amp;gt;Just imagine this guy politely trolling with the voice of Terl from Battlefield Earth&amp;lt;/s&amp;gt; he has a voice actor now via [[Battlefleet Gothic: Armada II]], [[Lulz|who actually sounds like a mechanical version of Terl]] (though he isn&#039;t voiced by John Travolta) : &amp;quot;Oh, dear ! What a wonderful contingent of Imperial Guards ! I shall thank you with all my heart, General, for this marvelous gift. Please tell them to strike a nice pose while I prepare a stasis grenade...&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
/tg/ has gained a fondness for him, due to his thieving ways, his Doctor Doom-esque body doubles, and his polite yet [[Troll|trollish]] attitude, he is also known for using completely self-evident aliases, which nevertheless seem to work quite well.  It is generally agreed that he is one of the only good things Matt Ward has &#039;&#039;ever&#039;&#039; put into the [[fluff]]. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;A war-torn city in the [[Ultramar]] system. The [[Ultramarines]], aided by an [[Imperial Guard]] regiment led by Lord Castellan Ursarkar [[Creed]], prepares to face an [[Ork]] incursion in a final battle. The Orks are numerous, but the [[Imperium]] has the upper hand, just barely, as Lord Creed&#039;s tactical genius has proven invaluable. As the Orks begin their final assault on the city, the Ultramarines ready their defenses. Creed, ever oddly silent, gazes intently at a large flagpole in the center of town, watching through binocs as the Orks&#039; charge is funneled towards the center of the city. Suddenly, as the Orks near the square, the tip of a [[Baneblade]]&#039;s main gun can be seen coming around the flagpole. The great tank begins to emerge from behind the thin metal object, perfectly and impossibly concealed. It begins to move into its firing arc, and a great shout is heard from the [[Warboss]] down below, just barely carrying over the rest of the din. &amp;quot;CREEEEEEEEEEEEEEEEEEE-&amp;quot; Suddenly, the cry cuts off in confusion, as Creed spits out his cigar. Where the Baneblade once stood, there is air, thin air. Not a trace remains of the enormous tank. It has vanished completely. Then, gradually, a green, crackling, electrical rune appears hanging in the air where the Baneblade was. It extends gracefully, for its platonic geometric form. If Creed was given to poetry, he might even say it resembled a rose. But he knew better. A rage he had felt only once before began to boil deep within, and his cry shook the world as the Orkish tide began to hack his guardsmen and the Marines to pieces. &amp;quot;TRAAAAAAAAAAAAZYYYYYYYYN!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==From [[Matt Ward|Ward]] Himself==&lt;br /&gt;
&amp;quot;[[Bullshit|Trazyn&#039;s also no slouch in combat.]] Whenever his empathic obliterator kills an enemy, it has a chance to kill all other enemies of the same type in the same combat - perfect for Ork mobs. This isn&#039;t so useful against characters, but that&#039;s why Trazyn also carries a clutch of mindshackle scarabs - why kill an enemy when you can take over his mind and have him kill for you...?&amp;quot;oh wait nope, mss are now just a useful fear test. So now the only real use you&#039;ll find for him in a duel is whacking them with a stick.&lt;br /&gt;
&lt;br /&gt;
==Letter to Inquisitor Valeria==&lt;br /&gt;
This is the (in)famous little piece of fluff that has made Trazyn so likable to /tg/, contrasting nicely with all the grim darkness around. Do note that it is unclear whether he&#039;s fucking nuts, indulging in some elaborate trolling or even both at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dear Lady, let me express my fulsome appreciation for your most generous gift. It is so very rare to discover another of my own kind that appreciates my work, therefore to find understanding amongst a member of another race is nothing short of a revelation. I realise that you briefly trod my galleries, but the fact that you spotted in so short a time that my Acabrius War collection was lacking three regiments of Catachan warriors reveals that you truly have a collector&#039;s eye for detail. And to send five regiments! Such generosity will allow me to weed out and replace a few of the more substandard pieces in my collection. If I might level a minor criticism, the instructions issued to your gift were manifestly not as clear as you thought, as most of them had to be forcibly restrained. Sadly it seems that the lower orders will always behave like an army of invasion, whether that be their purpose or not. However, this is a minor complaint and seems almost churlish under the circumstances, so please allow me to repay your gift with one of my own. Accompanying this message is the Hyperstone Maze, one of a series of Tesseract Labyrinths constructed at the height of the Charnovokh Dynasty. It is a trinket really, only of interest to scholars such as you and I, but I trust you will find it amusing; assuming you have the wit to escape its clutches, of course.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It should be noted that an Inquisitor can actually use a Tesseract as a relic.&lt;br /&gt;
&lt;br /&gt;
==The Infinite List of Dickings==&lt;br /&gt;
[[File:Trazyn2.jpg|200px|right|thumb|Daww]]&lt;br /&gt;
Trazyn is universally regarded as a &amp;lt;strike&amp;gt;[[Eldrad|huge dick]]&amp;lt;/strike&amp;gt; pretty fun guy to be around due to his &amp;lt;strike&amp;gt;[[Blood Ravens|rampant kleptomania]]&amp;lt;/strike&amp;gt; erudition and wit. Here is a list of his &amp;lt;strike&amp;gt;crimes&amp;lt;/strike&amp;gt; many-splendored accomplishments, compiled for the &amp;lt;strike&amp;gt;warning&amp;lt;/strike&amp;gt; edification of /tg/.&lt;br /&gt;
&lt;br /&gt;
* Killed five invading regiments of Catachans, then turned them into [[Wargame|miniatures for his collection.]]&lt;br /&gt;
** Sent [[Inquisitor Valeria]] fan mail (maybe, we can&#039;t tell if he was being sarcastic in the letter) attached to an armed tesseract labyrinth [[Blood Ravens|as a reward for &amp;quot;gifting&amp;quot; him said Catachan regiments.]] Being a true gentleman, when Valeria managed to unravel said tesseract labyrinth and use it &#039;safely&#039;, he took it with good grace and they became pen pals of sorts... [[Grimdark|But since no good deed stays unpunished]], as of Fall of Cadia Trazyn has revealed that while Valeria became his human waifu for some time she eventually got [[blam|BLAM&#039;med]] for consorting with xenos, hence why he releases Greyfax the Angery instead of getting Valeria to tag along (Just as planned? How about Tau start summoning daemons for battle? &amp;lt;strike&amp;gt;And maybe Orks start building their own webway&amp;lt;/strike&amp;gt;They already did it using superior gravitational corridors which don&#039;t need the warp during the War of the Beast.)&lt;br /&gt;
* Banned from the Necron throne world of Mandragora after trying to [[Ork|loot]] [[Imotekh the Stormlord|Imotekh&#039;s]] staff.&lt;br /&gt;
** [[Troll|Pops in whenever he feels like it anyway.]]&lt;br /&gt;
* Stole Sebastian Thor&#039;s [[wat|head]]. Maybe (there&#039;s like five other museums claiming to have his skeleton; the only reason Trazyn stands out is because his Thor head is preserved in a jar, rather than a skull).&lt;br /&gt;
* Took the World Spirit Shrine of Carnac, an [[Exodite]] world as a trophy for helping to conquer it.&lt;br /&gt;
* Uses other Necron Lords as body doubles [[Troll|without telling them.]]&lt;br /&gt;
* Told the [[Ultramarines|greatest amongst us all]] he was old pals with [[Roboute Guilliman|Rawbutt Girlyman.]] Considering that one of the pokeballs he unleashed against Chaos at the Fall of Cadia was a bunch of Ultramarines fresh from the [[Great Scouring|aftermath of the Horus Heresy]], he might be telling the truth (&amp;quot;old pals&amp;quot; by his definition, of course).&lt;br /&gt;
** And then informed them that maybe [[Troll|he was going to take Papa Smurf, as he&#039;d be better off with him than in the company of the Ultramarines.]]&lt;br /&gt;
*** And with Rowboat coming back, [[Yvraine|somehow]], for 40k End Times, we might actually get to see how the two know each other. If they actually do. There&#039;s every possibility that [[troll|Trollzyn was just lying]].&lt;br /&gt;
* &amp;lt;s&amp;gt;Has a fucking PRIMARCH stored at his pad, supposedly... Possibly Vulkan according to White Dwarf.&amp;lt;/s&amp;gt; Technically it&#039;s a Primarch clone, but it&#039;s still a perfect copy of the pre-Heresy Fulgrim, courtesy of [[Fabius Bile]].&lt;br /&gt;
*Told Vulkan He&#039;stan he had the Song of Entropy, luring the Salamanders into a 10-year war with the Necrons. At the end of it, Trazyn pretty much said &amp;quot;just kidding, I don&#039;t have the Song of Entropy,&amp;quot; as he tried to steal the Spear of Vulkan. Kind of back fired when [[Vulkan He&#039;stan]] decided to just give him the Spear. &#039;&#039;Tip&#039;&#039; first. He&#039;stan was pretty pissed when he learned Trazyn just jumped into another body. &lt;br /&gt;
** Twice.&lt;br /&gt;
*Invaded the Imperial planet of Midgardia and nabbed a C&#039;tan shard of Nyadra&#039;zatha, despite [[Logan Grimnar]]&#039;s attempts to stop him. It&#039;s notable that he pulled this off in Logan&#039;s own codex supplement, where most other battles in the book were a resounding Space Wolf victory. To be fair, Space Wolves destroying (and thus accidentally freeing) a C&#039;tan shard would make them look like an assholes. I mean even more assholes than they already are.&lt;br /&gt;
**In retribution, Logan hunted him down to another planet, Vhaloth IV, and ended up kicking Imotekh&#039;s ass instead. ([[Just As Planned]]. The dick deserved it for hanging on to his staff anyway.)&lt;br /&gt;
* Captured an Ork warboss and the Deathwatch kill team that was hunting said warboss, and sat them in front of each other in his collection for all eternity. And he double-checked they were both still self-aware, just to feel them suffer.&lt;br /&gt;
* Caught a bunch of tech priests evacuating from the necron invasion of Magogue, and set them up in stasis as a monument to that planet&#039;s fall. Notable because he pulled it off in the Skitarii codex. Trazyn&#039;s apparently the go-to guy for being able to win outside of his own codex.&lt;br /&gt;
* May or may not be the one pulling the strings behind the events of [[Xenology]], as probably he won&#039;t have any problems impersonating a C&#039;tan shard.&lt;br /&gt;
* Has been hanging out on Cadia for who knows how long as the &amp;quot;man of iron&amp;quot; which all but confirms the pylons are necrons made.&lt;br /&gt;
* &amp;lt;strike&amp;gt;Steals Creed himself after the fall of Cadia.&amp;lt;/strike&amp;gt; Blundered into allowing Creed to infiltrate his collection.&lt;br /&gt;
* Steals Papa Smurfs&#039; (The Ultramarine bloke that can&#039;t spell Robert properly) pillow from his lumber.&lt;br /&gt;
* Stole an Emperor&#039;s Children&#039;s gene-seed tithe ship containing thousands of progenoids.&lt;br /&gt;
* Traded it for the only perfect clone of [[Fulgrim]], thus dashing the only hope of the Third Legion rebuilding itself and becoming more than a bunch of depraved sick fucks.&lt;br /&gt;
* Planning to add to his collection all the stuff from [[Battlefleet Gothic: Armada II]], World Engine and Hiveships included!&lt;br /&gt;
* Has an agent in Middle Earth Shadow of War called the Trophy Hunter. How he got there is beyond this anon&#039;s mental capabilities&lt;br /&gt;
* Frees a couple of Sororitas (implied to be [[TWINS THEY WERE|Twins]]) in the short story War in the Museum to deal with an escaped Lictor and Hive Tyrant.  Goes so far as to swear on his honor he will reunite them with their Lord and not put them back in the same exhibit if they accomplish their task.  True to his word, he puts them in a different exhibit...facing another called &#039;The Beheading of Goge Vandire&#039;.  Oddly enough he also has a magos in stasis with full awareness at the mago&#039;s request.  Seems he prefers to perform his computing in peace and quiet and does not mind being part of Trazyn&#039;s collection.&lt;br /&gt;
* Stole [[Gorkamorka]] for his Angelis display. From The Infinite and The Divine &amp;quot;Trukks and buggies howled corkscrews across the display, ripping across the desert shanty town built around the enormous idol of Gork – or Mork.&lt;br /&gt;
* Played a practical joke on [[Orikan the Diviner]] by unleashing a genestealer on him.&lt;br /&gt;
** Said genestealer survived the encounter and went on to infect and raise a cult on the planet which attacked a visiting naval battlegroup [[grimdark|leading to the planet being exterminatused]]. &lt;br /&gt;
* Played another practical joke on [[Orikan the Diviner]] by unleashing a brood of catachan devils on him.&lt;br /&gt;
[[File:Bfg-2-trazyn.jpg|800px|center|thumb|A man of culture always enjoys a tour for his collection...]]&lt;br /&gt;
&lt;br /&gt;
==Things on Trazyn&#039;s &#039;Must Have&#039; List (and how to get some of them, perhaps.)==&lt;br /&gt;
[[File:TrazynAndDiomedes.jpg|thumb|right|300px|There can only be one true magpie.]]&lt;br /&gt;
* Old One Eye&#039;s lost eye (Hire Bile to vatgrow it)&lt;br /&gt;
* Kartoth the Bloodhunger, both so he can say he won the game as well as rip holes to go back in time for more collecting. &lt;br /&gt;
* [[Abaddon]]. No, really, that&#039;s (one of) the reason(s) he came to Cadia in the first place: he wants to add the Warmaster of Chaos to his collection! (Last seen near Vigilus, should team up with the Ultramarines since the Planet Killer is coming there)&lt;br /&gt;
* [[Saint Celestine]]. (Go read The &#039;&#039;Fall of [[Cadia]]&#039;&#039;, this is not a joke! Also, not that hard, he just kill her, keeps the body while she reincarnates somewhere else)&lt;br /&gt;
* A lock of the Emperor&#039;s hair (Assuming it hasn&#039;t rotted away by the time he gets to Terra). (Again, can be vatgrown by Bile in exchange of.. something)&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Magnus the Red|Magnus the Red&#039;s]] favourite eye.&amp;lt;/s&amp;gt;  Magnus has agreed to provide things for his collection in exchange for being left intact&lt;br /&gt;
* An 8th edition Sisters of Battle codex. (done)&lt;br /&gt;
** An 8th edition box set of plastic sisters. Yes, he&#039;s the reason the November 2019 set sold out so early.&lt;br /&gt;
*An atheist Stormcast Eternal&lt;br /&gt;
*Anyone atheist in Age of Sigmar, if not then a dwarf from the Kharadron Overlords will suffice.&lt;br /&gt;
* The [[Sanguinor]] in a stasis field.&lt;br /&gt;
* &amp;lt;s&amp;gt;A living Tyranid zoo (no stuffed dolls for our old collector). Would be much easier to accomplish if &#039;Nids didn&#039;t try to keep the fuck away from Necrons and their worlds.&amp;lt;/s&amp;gt; Never mind. He gave up on this one after his specimens broke out of their exhibit and nom-med half of Solemnace. He&#039;s currently attempting to redo it on another planet near Solemnace.&lt;br /&gt;
* One of each type of Eldar Aspect Warrior, arranged in complementing color order.&lt;br /&gt;
* Each [[Phoenix Lord]], including the fallen Ahra or Drazhar (just in case he&#039;s Ahra); bonus points for the originals. Otherwise, something from them, such as one of [[Asurmen]]&#039;s twin-linked [[Shuriken Catapult]]s or a lock of [[Jain Zar]]&#039;s hair (bonus points for getting things from all of their incarnations).&lt;br /&gt;
* A signed autograph from each Primarch. (Still asking [[Orikan the Diviner|Orikan]] for &amp;quot;access&amp;quot; to his time machine so he can get one from [[Ferrus Manus]], [[Horus]], [[Sanguinius]], and [[Konrad Curze]] since they&#039;re all presently busy being dead.)&lt;br /&gt;
* A signed autograph from each chaos god, preferably without stains or switcharoo.&lt;br /&gt;
* A sweet ride so he can cruise the galaxy looking for new junk.&lt;br /&gt;
* The [[Baneblade#Fortress of Arrogance|Fortress of Arrogance]], preferably with [[Commissar Yarrick]] as well. &lt;br /&gt;
* [[Sammael|Sammael&#039;s]] Jetbike.&lt;br /&gt;
* A [[Pauldron|shoulder pad]] from each space marine chapter (Pre-heresy legions and post-heresy chapters all together of course, going for the complete set!)&lt;br /&gt;
* A Space Marine from each of the first Legions (this collection would be easily finished if not for the fact that he can&#039;t find any marines from the two missing legions).&lt;br /&gt;
* The two missing legions.&lt;br /&gt;
* [[Mary Sue|Those meddling kids - and that stupid dog!]]&lt;br /&gt;
* &amp;lt;s&amp;gt;A painting of one of the Emprah, Tzeentch, Cegorach, and the Deceiver&#039;s card games.&amp;lt;/s&amp;gt;  Creed provided him a holovid of the game that got him banned.  He is content with this, And believes that Creed should be unbanned&lt;br /&gt;
* A circus filled with nothing but Eldar Harlequins.&lt;br /&gt;
* The &amp;lt;s&amp;gt;school report and childhood items&amp;lt;/s&amp;gt; first set of kid-sized slave shackles of Asdrubael Vect.&lt;br /&gt;
* Urien Rakarth&#039;s first torture kit.  &lt;br /&gt;
* An Avatar of Khaine.  He&#039;s probably killed one, given how Geedubs keeps jobbing them, but the fact that their remains melt away and reform on the Craftworld - similar to how Necrons phase out - means Trazyn hasn&#039;t gotten one yet.&lt;br /&gt;
* A garage filled with one of each type of the Imperial Guard&#039;s tanks.&lt;br /&gt;
* A feather from Sanguinus&#039;s wings. (Dante has one in stasis)&lt;br /&gt;
* An Imperial Titan that has been CREEEEEEEDed.&lt;br /&gt;
** A snap shot of the look on Abaddon&#039;s face upon seeing aforementioned Titan in the middle of his battle line, shouting CREEEEEEEED&lt;br /&gt;
* Abbadon&#039;s arms. Creed hid them so well that even Trazyn is having trouble finding them.&lt;br /&gt;
* A matching pair of [[Angry Marine]] Powerfeet.&lt;br /&gt;
* A pair of a Sisters Of Battle Canoness Regulation Holy Panties from each Order, stolen from their quarters while they are asleep. Surprisingly hard to pull off (fnar fnar), even for Trazyn.&lt;br /&gt;
* A set of [[Lelith Hesperax|Lelith Hesperax&#039;s]] combat attire after she&#039;s been in a fight.  This is even harder to pull off than the Sisters of Battle Canoness Regulation Holy Panties.&lt;br /&gt;
* One of the fingers from the Talon of Horus. (Will have to force-grip Abaddon very hard)&lt;br /&gt;
* Slaanesh&#039;s entire porn collection.  While no planet is big enough to hold all that porn, that&#039;s what parallel dimensions are for!   &lt;br /&gt;
* One of Ferrus Manus&#039;s hands. He isn&#039;t picky which.(Not sure if Vulkan completely destroyed it)&lt;br /&gt;
* An [[Imperial Knight]] from each house.&lt;br /&gt;
* The Panacea STC.&lt;br /&gt;
** And since [[Lady Malys]] got there first, anything cool she owns, as well as a selfie with her before and after she realizes he stole her stuff.&lt;br /&gt;
* The Eye of Horus. As in the &#039;&#039;actual&#039;&#039; Eye.(Again, Bile can make one)&lt;br /&gt;
* The [[Eye of Terror]] and everything in it.&lt;br /&gt;
* Commander [[Puretide]] and/or [[Farsight|all]] [[Shadowsun|of his]] [[Shas&#039;O Kais|students]].&lt;br /&gt;
* A calm and rational [[World Eaters|World Eater]] marine.&lt;br /&gt;
* A clean and disease-free [[Death Guard]] marine.(Hello Nathaniel Garro)&lt;br /&gt;
* A [[Emperor&#039;s Children]] marine who shows restraint.(Hello Saul Tarvitz, maybe already got him that&#039;s why they never found the body?)&lt;br /&gt;
* &amp;lt;s&amp;gt;A live and fleshy non-sorcerer [[Thousand Sons|Thousand Son]] marine. (As of Ahriman: Unchanged, there was one of these, and as of Gathering Storm Yvraine made a dozen more before throwing them into the Warp)&amp;lt;/s&amp;gt; Provided by [[Magnus The Red]] in exchange for a deck of cards&lt;br /&gt;
* &amp;lt;s&amp;gt;A [[Night Lords]] Marine that is actually friendly to be around.&amp;lt;/s&amp;gt; Has also been provided by [[Magnus The Red]] in exchange for the same deck of cards.&lt;br /&gt;
* An atheist [[Word Bearers]] marine&lt;br /&gt;
* A [[Kharn|certain]] swell guy.&lt;br /&gt;
** A picture with said swell guy&lt;br /&gt;
* Remnants of the Inquisitorial acolyte who died of old age. Ones aged by a [[Hrud|Hrud&#039;s]] entropic field do not count.&lt;br /&gt;
* The Doomsday Clock from [[The Last Church]].&lt;br /&gt;
** &amp;lt;s&amp;gt;Also Uriah himself.&amp;lt;/s&amp;gt; After finding out he’s a chaos worshiper he has changed his mind.&lt;br /&gt;
*The cure for the [[Red Thirst]].(Hello Rubicon Primaris, maybe)&lt;br /&gt;
**A photo of The Blood Angels&#039; shocking reaction when Trazyn smashes the cure in front of them. (Bonus for [[Dante]]&#039;s reaction with his mask off)&lt;br /&gt;
* The cure for the Curse of the Wulfen.(Hello again, Rubicon Primaris, maybe)&lt;br /&gt;
** A photo of The Space Wolves&#039; shocking reaction when Trazyn smashes the cure in front of them. (Bonus of [[Logan Grimnar]] shaving his beard in shame)&lt;br /&gt;
* The right hands of [[Helbrecht]], [[Eldorath Starbane]] and anyone else who had their right hands cut off by Imotekh.&lt;br /&gt;
* At least one [[Jokaero]].(shouldn&#039;t be that difficult as even a Catachan team managed to got one during the Pandorax Campaign)&lt;br /&gt;
** And anything they make/modify.&lt;br /&gt;
* As many [[Catgirl|catgirls]] as possible.&lt;br /&gt;
** Along with a selfie with each of them.&lt;br /&gt;
*** And as many [[Kitsune|kitsunes]] as possible, along with selfies and a shrine to their name.&lt;br /&gt;
* Any 100% reliable information about Alpha Legion. &lt;br /&gt;
* Any 100% reliable information about Alfa Legion.&lt;br /&gt;
* The Blood Ravens Armoury. Since most of the above was already &amp;quot;gifted&amp;quot; to the Chapter. Not to mention there are quite a few things listed here that may be in there in the first place&lt;br /&gt;
* A machine to control the [[Warp]] so he can create impossible things. (Either the Golden Throne or the Tuchulcha engine may do the trick)&lt;br /&gt;
* A complete and unblemished cosmetic kit &#039;gifted&#039; by a [[Pretty Marines]]&#039; Company Captain, still with a wrapping bow attached. (Getting one each from both Loyalist and Chaos Pretty Marines Captains would be even better!)&lt;br /&gt;
* The very [[Ethereal|Ethereals]] who united the [[Tau]] race back when they were limited to only their homeworld, or their bodies...or severed heads.&lt;br /&gt;
* One of each type of Imperial Assassin in the position they held before trying to kill him. This wouldn&#039;t be so problematic if it wasn&#039;t for the fact that he has yet to convince the Assassinorium to send a Culexus assassin against him.&lt;br /&gt;
* A 1st Edition copy of the [[Codex Astartes]] with Roboute Guilliman&#039;s autograph on the dust jacket. (Guilliman probably has one)&lt;br /&gt;
** A 1st Edition copy of the [[Lectitio Divinatus]] with Lorgar&#039;s signature on the dust jacket to sit directly opposite the Codex. (Again Guilliman, if you are not that picky in terms of what &amp;quot;1st edition&amp;quot; means)&lt;br /&gt;
* A recording of Warboss [[Ghazghkull Mag Uruk Thraka|Ghazghkull]] famous: &amp;quot;Wez gonna Waagh!&amp;quot;speech.&lt;br /&gt;
* A prison capable of holding [[Cypher]], containing the man himself.&lt;br /&gt;
* &amp;lt;s&amp;gt;A STC detailing how to finally have enough Dakka&amp;lt;/s&amp;gt;. &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039;*KRUMP* HERE...HERESESS...BLOODY &#039;ELL WHOTEVER DAT WORD IS YOU &#039;UMIES KEEP SAYIN&#039; BEFORE Y&#039;SHOOTS STUPIDER &#039;UMIES!&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;An interdimensional portal device so he can collect artifacts from Warhammer Fantasy.&amp;lt;/s&amp;gt; Done as he managed to get an STC of Steam with a Total Warhammer series warp-powered bunch of keys.&lt;br /&gt;
* &amp;lt;s&amp;gt;An interdimensional portal device so he can collect artifacts from Lord of the Rings.&amp;lt;/s&amp;gt; (Trazyn has now accomplished this according to some writefaggotry posted on fanfiction.net. Much nerd [[rage]] shall ensue. You have been warned.)&lt;br /&gt;
* &amp;lt;s&amp;gt;An interdimensional portal device so he can collect artifacts from Star Wars.&amp;lt;/s&amp;gt; (He has also accomplished this due to MORE Writefaggotry on Fanfiction.net.)&lt;br /&gt;
* An interdimensional portal device so he can collect artifacts from Star Trek (Risky, considering the technologies in Star Trek, he just might actually end up as a collectible himself or be tracked back to his home dimension).&lt;br /&gt;
* An interdimensional portal device so he can collect artifacts from the Mass Effect universe (Doable, but risky if he ever crosses paths with the Reapers).  &lt;br /&gt;
* A TARDIS so he can learn the name of The Doctor (Riskier than Star Trek because of the technologies involved.  Also, if anyone could track Trazyn back to his home dimension and thoroughly wreck his shit it&#039;d be The Doctor). &lt;br /&gt;
* An interdimensional portal device so he can collect artifacts from the Marvel Universe (main timeline).  &lt;br /&gt;
* An interdimensional portal device so he can collect artifacts from the DC Universe (main timeline).&lt;br /&gt;
* An interdimensional portal device so he can collect artifacts from the Halo universe ( dangerous because of Master Chief and his damn luck).&lt;br /&gt;
* The body of a Dwarf [[Slayer]] who died of old age.  &lt;br /&gt;
* &amp;lt;s&amp;gt;All the NON-Grimdarkness of the 41st millennium in a bottle. So nothing in bottle then.&amp;lt;/s&amp;gt;  Already done.&lt;br /&gt;
* [[Temperus Maximus]]&#039; Adamantium Cigar. Trazyn almost managed to loot this, but Temperus suddenly called an Orbital Strike on top of himself before this happened. Temperus&#039; armor received minor scorch marks when the strike ended and Trazyn&#039;s body double was obliterated.&lt;br /&gt;
* One marine from each chapter of the cursed founding.&lt;br /&gt;
* A [[Death Korps of Krieg]] gas mask serial number 0000000000000000000000001.&lt;br /&gt;
* Names, addresses and personal phone numbers of the two unknown Primarchs.&lt;br /&gt;
* Cardinal Anton Fedelicus and his collected writings, which if introduced would have allowed for a very large degree of sexual freedom to have been integrated into the ecclesiarchical theology without increasing the risk of Slaaneshi corruption.&lt;br /&gt;
* A living [[Astral Knights|Astral Knight]].&lt;br /&gt;
* A &amp;quot;lucky&amp;quot; [[Lamenters]] marine (also count as one of the cursed founding collection).&lt;br /&gt;
* A working time travel device created by the [[Ordo Chronos]] ([[heresy|if it was ever made]]). The purpose for this device being -- you guessed it -- collect more artifacts from the past.&lt;br /&gt;
* His own body double in an alternative universe, if only he did not manage to turn into [[JoJo&#039;s Bizarre Adventure|dimensional sponge]] in the process or lost to his alternative self in a collection contest.&lt;br /&gt;
* A lock of hair from each of the [[Tarkus|infamous]] [[Boreale|baldraven]] [[Diomedes|marines]].&lt;br /&gt;
* A &amp;quot;My First Assault Cannon&amp;quot; box set (Even better if unopened).&lt;br /&gt;
* A photo of the Emperor as a boy.&lt;br /&gt;
* As well as all of his photographic recordings scattered throughout time, whether it is rock scribble from the stone age or painting in the Renaissance Era or those Youtube video he has made back in 20XX.&lt;br /&gt;
* A [[Squat]].&lt;br /&gt;
* A living Boneripper (plenty of chance since Thanquol is still around in Age of Sigmar).&lt;br /&gt;
* The personal battle standard of [[Gabriel Angelos]] used at his ascension to chapter master.&lt;br /&gt;
** The Blood Ravens also want one of Trazyn&#039;s personal banners. Negotiations are ongoing.&lt;br /&gt;
* An Ogryn&#039;s &#039;Guardsman&#039;s Primer: Colouring Book Edition&#039; and matching &#039;The Great Crayon Crusade&#039; coloring set.&lt;br /&gt;
* The oldest dreadnought of each Space Marine chapter.&lt;br /&gt;
* [[Samus]]&#039; armor.&lt;br /&gt;
* A body-pillow of [[Lolicron|Cathy]] (Original prefered)&lt;br /&gt;
* The Entire First and Second Seasons of &amp;quot;If The Emperor had a text-to-speech device&amp;quot; on blu-ray signed by Chapter Master Alfabusa.&lt;br /&gt;
* Chapter Master Alfabusa in a stasis chamber. &lt;br /&gt;
* Limited collectors edition of Half life 3 (After all, it&#039;s only been 38,000 years in development, maybe Valve will finish it before chaos/da WAAAAGH/the Tyranids/Imotekh&#039;s ego consumes the entire galaxy!)&lt;br /&gt;
* [[Sly Marbo|Sly Marbo&#039;s]] personal pistol, though not even Trazyn is willing to try and collect it.&lt;br /&gt;
* An actual ork sniper.&lt;br /&gt;
* A Butlin-Class Titan.&lt;br /&gt;
* The [[Men of Iron|Man of Iron]].&lt;br /&gt;
* &amp;lt;s&amp;gt;The Cigar Creed always chews but never smokes.&amp;lt;/s&amp;gt; Acquired as part of the new Creed exhibit.&lt;br /&gt;
* The legs from an Imperial Sentinel (must have attachment for his own legs)&lt;br /&gt;
*A picture of Sigmar hugging Draconithon&lt;br /&gt;
* A list of names of &amp;lt;s&amp;gt;the fallen to wave at the Dark Angels&amp;lt;/s&amp;gt; COMPLETELY UNRELATED TRAITOR MARINES THAT JUST LIKE WEARING BLACK AND RED AND WINGED SWORDS.&lt;br /&gt;
* A ham personally provided by the Ordo Draigo.&lt;br /&gt;
* A book borrowed from the black library with a selfie of him and Cegorach.&lt;br /&gt;
* A picture of himself before he turned to Necron. (just print his memories, he is an android, duh)&lt;br /&gt;
* The best pole dancer in the Commorragh in a stasis chamber (that was [[Yvraine]] at one point, so her).&lt;br /&gt;
* The best pole dancer out of all Slaanesh cultists in a stasis chamber.&lt;br /&gt;
* A photograph of a Cyclonic torpedo the moment it impacts the ground.&lt;br /&gt;
* A group photo of Thunder Warriors with Arik Taranis and the Emperor.&lt;br /&gt;
* An acknowledgement from GW that [[Malal]] does indeed exist.&lt;br /&gt;
* An actual affordable GW Warhammer 40k miniature from any faction.&lt;br /&gt;
* An undisputably good codex from any faction.&lt;br /&gt;
* [[Carlos McConnell]], or at least one of his catgirls, in a stasis chamber.&lt;br /&gt;
* A jar of [[Skub]].&lt;br /&gt;
* The book &amp;quot;[[Standard Template Construct]]&amp;quot; for dummies.&lt;br /&gt;
* Sensible [[Blood Angels]].&lt;br /&gt;
* Hairless [[Space Wolves]]. Being shaven doesn&#039;t count, the Marine has to be hairless naturally.&lt;br /&gt;
* A copy of Battletoads.&lt;br /&gt;
* The Statue of Liberty, shrunk to 10 feet size and taken from Nova Yourk hive of Merica.&lt;br /&gt;
* Blueprint of [[Angron]]&#039;s Butcher&#039;s Nails.&lt;br /&gt;
* A WW2 Era Luger pistol, original.&lt;br /&gt;
* Enough Blood for the [[Khorne|Blood God]].&lt;br /&gt;
* &amp;lt;s&amp;gt;Enough Skulls for the Skull Throne.&amp;lt;/s&amp;gt; THERE ARE NEVER ENOUGH SKULLS FOR THE SKULL THRONE, LOYALIST SCUM!&lt;br /&gt;
* One of Roboute Guilliman&#039;s new [[Primaris Marines|Super Space Marines]].&lt;br /&gt;
* A Pokeball that can hold a C&#039;tan.&lt;br /&gt;
* A living member of the Interex.&lt;br /&gt;
* A Picture of Eldrad and Vect trying to out-dick one another.&lt;br /&gt;
* An STC that has technology that will allow him to do some Dark Eldar Drugs.&lt;br /&gt;
* A video of Nemesor Zahndrekh putting on glasses and realizing that he is now a Skeleton Robot and the Other Necrontyr are not what they seemed to be&lt;br /&gt;
* An member of an Alien race the Imperium actually gets along with. (&amp;lt;s&amp;gt;Pretty damn impossible.&amp;lt;/s&amp;gt; Also [[Yvraine]]; two birds, one stone)&lt;br /&gt;
* An Ork who can actually think. Word has it [[War of the Beast|he might need to go back in time for that...]]&lt;br /&gt;
* &amp;lt;s&amp;gt;DLC for Dawn of War III.&amp;lt;/s&amp;gt; Got that on the same sale he got the keys for TW:WH.&lt;br /&gt;
* An Autograph from [[Nagash]].&lt;br /&gt;
* A video of Yarrick taking over the Orks. (&amp;lt;s&amp;gt;Only a Matter of time now&amp;lt;/s&amp;gt; [[wat|It&#039;s mentioned in the 8E rulebook that the Orks and Humans on Armageddon formed an alliance to fight chaos, so this is pretty much canon for now.]])&lt;br /&gt;
* The Golden Throne. That means Trazyn is not allowed on Holy Terra.&lt;br /&gt;
* [[Belisarius Cawl]]. Bonus points if he collects the Alpha Primus as well.&lt;br /&gt;
* &amp;lt;s&amp;gt;Enough DAKKA.&amp;lt;/s&amp;gt;&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039;WUT DID WE SAY &#039;BOUT DAT?&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* The name and address of the Ork that keeps Dakka blocking him.&lt;br /&gt;
* An official GW/[[The Ninth Age]] tournament. Will require some dimensional traveling since the latter started distancing itself from being 9th Edition WHFB.&lt;br /&gt;
** An official WHFB tournament that uses [[Warhammer Armies Project]] rules.&lt;br /&gt;
* [[Farsight#The_Dawn_Blade|The Dawn Blade]].&lt;br /&gt;
* A clone of [[Fabius Bile]], not as an exhibit but just to make conversation with. He nearly got one if Fabius Bile didn&#039;t decide to trade him his Fulgrim clone instead.&lt;br /&gt;
* [[Lorgar|Lorgar&#039;s]] diary, the single largest source of [[heresy]] in the universe. He puts this one off due to the aura of discomfort that radiates from anything Lorgar has touched.&lt;br /&gt;
* A portal into an alternate past reality where GW doesn&#039;t constantly use the Eldar as fluffy punching bags, and where xenos factions actually get as much attention as [[Space Marine|GeeDub&#039;s poster boys.]]&lt;br /&gt;
* A pyrophobic [[Salamanders (Chapter)|Salamander]].&lt;br /&gt;
* The Emperor&#039;s text-to-speech device.&lt;br /&gt;
* The Emperor&#039;s left eye.&lt;br /&gt;
* [[Old Man Henderson|Old Man Henderson&#039;s]] gnomes.&lt;br /&gt;
* Old Man Henderson&#039;s player.&lt;br /&gt;
* All Nintendo World Championship cartridges, both regular and gold.&lt;br /&gt;
* One of those [[Noise Marine]] sonic guns that looks like a sweet guitar.&lt;br /&gt;
* A member of the Death Korps of Krieg with self-preservation instincts.&lt;br /&gt;
* A living [[Sensei]].&lt;br /&gt;
* The only known Platypus to achieve the rank of Inquisitor along with his arch-nemesis: a bumbling non-chaotic heretek pharmacist.&lt;br /&gt;
* A set of [[Rogue Trader]] era [[Beakie]] Armor.&lt;br /&gt;
*A picture of Gorkamorka turning into Gork and Mork&lt;br /&gt;
* The rest of the Blackstone Fortresses.&lt;br /&gt;
* [[Commissar Fuklaw|Commissar Fuklaw&#039;s]] cap.&lt;br /&gt;
* [[Cultist-chan]] in a sound-proof cell.&lt;br /&gt;
* A recording of Tzeentch saying [[JUST AS PLANNED]] in every known language (would&#039;ve been done sooner, but Tzeentch keeps speaking in languages that he claims are created in the future or he might be making up, just to troll Trazyn).&lt;br /&gt;
* One of [[Dranon|Dranon&#039;s]] cigars.&lt;br /&gt;
* [[Ciaphas Cain]] HERO OF THE IMPERIUM&#039;s missing fingers.&lt;br /&gt;
* A sextape of Cain and Amberley.  &lt;br /&gt;
* Two copies of Shadow War: Armageddon.  The second one will be a backup &#039;Just in case&#039; copy.&lt;br /&gt;
* Some [[Primaris Lieutenant|Primaris Lieutenants]]. There is so many right now nobody is gonna notice some of them go missing.&lt;br /&gt;
* Roboute&#039;s body pillow of Yvraine.&lt;br /&gt;
* Yvraine&#039;s vibrator that she got while on Ultramar.&lt;br /&gt;
* The [[Silent King]]&#039;s Sanguinus mask.&lt;br /&gt;
* A &amp;quot;Miniature&amp;quot; of an Emperor Class Titan in regular 40k scale.&lt;br /&gt;
* Dio Brando with a ROAD ROLLER DAAAAA!!!&lt;br /&gt;
* Kitten&#039;s Paradox-Billiards-Vostroyan-Roulette-Fourth Dimensional-Hypercube-Chess-Strip Poker deck.&lt;br /&gt;
* Kitten himself.&lt;br /&gt;
* A picture of Kitten and Shadowsun kissing.&lt;br /&gt;
* Shadowsun&#039;s bodysuit after a fight.  &lt;br /&gt;
* [[Commissar Yarrick]]&#039;s right arm&lt;br /&gt;
* Assholetep&#039;s robes.  The only thing stopping is the fact that if Trazyn accomplished this, Assholetep would immediately assume it&#039;s Trazyn and wreck his collection, so Trazyn&#039;s put this on the backburner.&lt;br /&gt;
* Every single person who had edited this page. Don&#039;t! I&#039;m edi--&lt;br /&gt;
* Some more paper and a pencil for more lists. And Lord Admiral Spire to complete his Imperial collection.&lt;br /&gt;
* All the Pokémons.&lt;br /&gt;
* A clear, accurate, unedited photograph of a Diglett&#039;s body. &lt;br /&gt;
* The official single extended version of the Tattered Sails Shanty signed by [[Luthor Harkon]].&lt;br /&gt;
* The Mona Lisa (will probably have to infiltrate the Imperial Palace).&lt;br /&gt;
* Evidence of [[Cypher]]&#039;s true identity.&lt;br /&gt;
* A 1990s Holographic Charizard Pokémon Card.&lt;br /&gt;
* One Sergeant &amp;quot;Jinxie&amp;quot; Penlan, ideally in the process of tripping over something and preferably not somehow messing up half the collection because of it.&lt;br /&gt;
* And a partridge in a pear tree~&lt;br /&gt;
* An ork that doesn&#039;t want to fight&lt;br /&gt;
* A gretchin that&#039;s stronger than an ork&lt;br /&gt;
* One of the Artifacts of Vulkan.      &lt;br /&gt;
*[[Jojo’s Bizarre Adventure|A Road Roller,Da.]]&lt;br /&gt;
&lt;br /&gt;
==Ever-increasing Trazyn&#039;s aliases List==&lt;br /&gt;
*Arsène Lupin&lt;br /&gt;
*Pepe&lt;br /&gt;
*Bob The regular non-necron guardsman.&lt;br /&gt;
*Bob the Builder&lt;br /&gt;
*The Fat Controller&lt;br /&gt;
*Sir Toppham Hatt&lt;br /&gt;
*Every notable persons from your childhood&lt;br /&gt;
*Borris the generic soul-less warrior&lt;br /&gt;
*Phaeron Imothephek the Thunderboltlord.&lt;br /&gt;
*Onionkyr the Voyager.&lt;br /&gt;
*Nemesor Zahnpasta.&lt;br /&gt;
*The grinch&lt;br /&gt;
*Vanguard O&#039;Brien.&lt;br /&gt;
*El Bandido Dickbag de la Muerte&lt;br /&gt;
*Trellsin the Singular.&lt;br /&gt;
*[https://youtu.be/v4Y4QBL5Fmg Bender][https://youtu.be/OWPfcEOr2Yg Bending Rodríguez]&lt;br /&gt;
*Necropimp&lt;br /&gt;
*The most fabulous Necron of them all (after he said this, Sanguinius appeared before him and told him that if he ever said the word fabulous again, he would steal everything he owns)&lt;br /&gt;
*Illuminor Spookyras.&lt;br /&gt;
*Notc&#039;tan the Diviner.&lt;br /&gt;
*Sissy Rack the Loud Queen.&lt;br /&gt;
*Dio Brando/ZA WARUDO.&lt;br /&gt;
*Thanquol the (In)Competent.&lt;br /&gt;
*Marisa Kirisame&lt;br /&gt;
*Shas&#039;O Wi A&#039;bu.&lt;br /&gt;
*Inquisitor Emprah of Catachan.&lt;br /&gt;
*Anon Y. Mouse.&lt;br /&gt;
*Captain Inkoc Nito.&lt;br /&gt;
*Dirty Dan&lt;br /&gt;
*Pinhead Larry&lt;br /&gt;
*Winona Ryder&lt;br /&gt;
*The Tin White Douche&lt;br /&gt;
*Dean Isle.&lt;br /&gt;
*Kaz Miller.&lt;br /&gt;
*Mideer Laydee.&lt;br /&gt;
*Eliphas the inheritor.&lt;br /&gt;
*Commissar Hugh Mann.&lt;br /&gt;
*Korporal Dick Goesinzya.&lt;br /&gt;
*Canoness Ivanna Purgealot.&lt;br /&gt;
*High Scout Henrick Day-o-midis.&lt;br /&gt;
*Farsighter Loldrad Gretchinbane.&lt;br /&gt;
*Lord-sergeant Ultramarius Sicarius.&lt;br /&gt;
*Archservitor Robotnik Wilhelm.&lt;br /&gt;
*Warboss Ghozkull Grotstealer.&lt;br /&gt;
*Skitarius Ranger Alpha Stroheimus JJ-1337.&lt;br /&gt;
*Archon Kim Ke.&lt;br /&gt;
*Trashbin the incompetent&lt;br /&gt;
*Suede O&#039;Niim.&lt;br /&gt;
*John Smith.&lt;br /&gt;
*Alan Smithee.&lt;br /&gt;
*Kyon.&lt;br /&gt;
*Ned Cron.&lt;br /&gt;
*Mouse M.D.&lt;br /&gt;
*Victor Domashev.&lt;br /&gt;
*Bernie Madoff&lt;br /&gt;
*Carmen Sandiego&lt;br /&gt;
*Lara Craft&lt;br /&gt;
*Master Thief&lt;br /&gt;
*Sir Welland Dowde&lt;br /&gt;
*High Admiral tankcommander Pascual.&lt;br /&gt;
*Techpriest 01110100 01110010 01100001 01111010 01111001 01101110 00100000 01110100 01101000 01100101 00100000 01101001 01101110 01100110 01101001 01101110 01101001 01110100 01100101 00001010 .&lt;br /&gt;
*Gordon Freeman.&lt;br /&gt;
*Mr. Roboto.&lt;br /&gt;
*Nyzart the ending&lt;br /&gt;
*Nafqa.&lt;br /&gt;
*Sly Cooper&lt;br /&gt;
*The God emperor of Mankind.&lt;br /&gt;
*Mac Tonight.&lt;br /&gt;
*The G-man.&lt;br /&gt;
*Venom Snake.&lt;br /&gt;
*He-Man.&lt;br /&gt;
*Skeltor&lt;br /&gt;
*Iron Man.&lt;br /&gt;
*Albert Wesker&lt;br /&gt;
*Gabe Newell.&lt;br /&gt;
*SLYYYY MARBOOO!! (When Trazyn assumed this disguise, every necron in the segmentum had a Catachan Fang spontaneously appear in its skull and teleported to self repair, and the knife that appeared in Trazyn&#039;s hands had &amp;quot;I&#039;ll let you off this time&amp;quot; written on the grip.&amp;quot;&lt;br /&gt;
*Big Boss Final&lt;br /&gt;
*Zharn the Bee Trainer&lt;br /&gt;
*Tray the Model Man&lt;br /&gt;
*[[matt_ward|Matt Ward&#039;s]] dignity&lt;br /&gt;
*BIg BobbyG.&lt;br /&gt;
*alpharius.&lt;br /&gt;
*not omegon.&lt;br /&gt;
*the London Jets&lt;br /&gt;
*pantheon of 40k (GW)&lt;br /&gt;
*Belisarius Cawl&lt;br /&gt;
*JOHN CENA!!!&lt;br /&gt;
*The Immortal Jod Emper of Space-skeletonkind&lt;br /&gt;
*Spartacus&lt;br /&gt;
*Danger Powers&lt;br /&gt;
*The Second Coming of Matt Ward&lt;br /&gt;
*Fresh Prince of Ultramar&lt;br /&gt;
*The King of Games&lt;br /&gt;
*Mr E. Man&lt;br /&gt;
*The real thief of the Primarchs&lt;br /&gt;
*Sister Superior Wendy&lt;br /&gt;
*Chaplin Hamburglar  &lt;br /&gt;
*The Doctor&lt;br /&gt;
*Thief Khee&#039;Bler&lt;br /&gt;
*Norm L. Pearson &lt;br /&gt;
*The Lord of the [[Squats]]&lt;br /&gt;
*&amp;lt;S&amp;gt;Waldo&amp;lt;/s&amp;gt; Wally&lt;br /&gt;
*The God Emperor of Mankind&lt;br /&gt;
*Ol’ Funnybones &lt;br /&gt;
*T-8 Double Zero&lt;br /&gt;
*Systems model 101&lt;br /&gt;
*Hugh Mann&lt;br /&gt;
*The Necron emperor of Necronkind&lt;br /&gt;
*The next door neighbour who is a hoarder&lt;br /&gt;
* YOU THIEVING BASTARD!&lt;br /&gt;
*Commander Griefouz&lt;br /&gt;
*Our Lord and Saviour&lt;br /&gt;
*Generic Robot #3775123&lt;br /&gt;
*Trashy the Incontinent&lt;br /&gt;
*Jimmy Neuron&lt;br /&gt;
*Lieutenant Crunch&lt;br /&gt;
*Mor&#039;Dakka&lt;br /&gt;
*Alice Turning &lt;br /&gt;
*Shiro The Black&lt;br /&gt;
*Kuro The White&lt;br /&gt;
*Pha&#039;Keen Weeb&lt;br /&gt;
*Fabricator General ES-7C&lt;br /&gt;
*High Lord Servitus Tenticulus Corpuscori&lt;br /&gt;
*Fleet Admiral Squatbar&lt;br /&gt;
*Jabba Da Pump&lt;br /&gt;
*Canoness Phat As&#039;h&lt;br /&gt;
*Sister Jhail Bate&lt;br /&gt;
*Inquisitor Bigideas&lt;br /&gt;
*Huxley&lt;br /&gt;
*Sigmar Freudian&lt;br /&gt;
*Dr.Ankh Scotchman&lt;br /&gt;
*Machine Spirit R2-D2&lt;br /&gt;
*Clifford The Big Red Murder Beast&lt;br /&gt;
*Big Mac&lt;br /&gt;
*Chaplain Charles Chaplin&lt;br /&gt;
*Larry The Cable Guy&lt;br /&gt;
*NVIDIA GeForce GTX 970 4GB GDDR5 PCI Express 3.0 Graphics Card&lt;br /&gt;
*Bed Bath and Beyond Store Manager&lt;br /&gt;
*Rick Sanchez&lt;br /&gt;
*Morty Sanchez&lt;br /&gt;
&lt;br /&gt;
==Fall of Cadia==&lt;br /&gt;
Oddly enough, it appears that Trazyn decided to &#039;aid&#039; the Imperium in their defense of Cadia (he decided that after 60 million years it would be interesting to play the hero for once). He knows the secrets of the Pylons on Cadia, and he even releases Imperium people from his collection (represented in game by letting you deep strike units, if you take Trazyn in your Imperium army). What a great guy giving up his collection to have more space for other exotic exhibits...&lt;br /&gt;
Specifically he got the feeling that something was coming after the Bell of Saint Gersthal started chiming in his collection (in Necron stasis, which shouldn&#039;t have been able to happen), messing with the programs of his Tomb World, breaking a bunch of priceless and unique shit, ruining it with [[Lulz|leaking coolant]], as it rang thirteen times before ceasing. Trazyn, perhaps more befuddled than irate, but really quite put off, promptly headed off to the Celestial Orrery on Thanatos, having to explain having stolen &#039;&#039;their&#039;&#039; shit the last time he was there, just to see what the fuck was going on (but not before casting the bell into the webway, [[Troll|hoping it would be as much of a pain in the Eldar&#039;s ass as it was his]]). And what do you know, there was but the Crons&#039; watching over the thing could do nothing about it cause they were just meant to watch over the thing, not play galactic peacekeepers (although they eventually let him in, the guards weren&#039;t happy that Trazyn was there, due to an incident where some priceless artifact mysteriously went missing the last time he visited). Thus Trazyn decided to take up the role as a savior for once (mostly because he was bored and wanted to try something other than grave-robbing), and find the source of the corruption, which happened to be the little boring world of Cadia.&lt;br /&gt;
&lt;br /&gt;
Long story short, Trazyn went off to Cadia released some parts of his collection (most notably Inquisitor Greyfax, though that is mostly just because his old Pen Pal Valeria was apparently killed by another human), and helped the Imperial forces screw around with the Pylons. Which somewhat backfired to put it lightly, though not that it mattered much to him because he stopped caring about playing the hero role and figured that while he was around he could find something for his collection to commemorate such a historic moment. And while he was originally hoping to claim Abaddon for his collection, his second choice was no less impressive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creed stands alone on the ruined surface of Cadia. He sees a metal giant in a scaled cloak in front of him, hand outstretched.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Ursarkar E. [[Creed]] - This is not your end. Eternity Awaits&amp;quot;....&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Inner Sadness of Trazyn==&lt;br /&gt;
&lt;br /&gt;
Despite being such a &#039;happy&#039; guy Trazyn is clearly hiding many things from everyone. He laments just how stale Necron society has become, unable to make or appreciate art and music. Just like the Tomb Kings of Fantasy, Trazyn has realized that immortality and technology alone isn&#039;t enough to make life worth living&lt;br /&gt;
&lt;br /&gt;
Trazyn&#039;s collection of artefacts and history is a way of him to cope with his loss of memories, of identity and a lost of purpose. That&#039;s true Grimdark there&lt;br /&gt;
&lt;br /&gt;
While he admires and wants to be a colleague to Orikan, he can&#039;t help screwing him over (having kleptomancy isn&#039;t good for relationships) even when it would be disadvantageous for him and his people. Despite being a fictional alien-turned-machine, Trazyn shows just how easy and damning it can be to fall in the pitfalls of life and how it can be more depressing than death&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [http://images.wikia.com/heman/images/b/bc/Skeletor.jpg Compare and contrast, comrades.]&lt;br /&gt;
* [http://youtu.be/jJh5PETGihs?t=10m16s Epic duel ahead.]&lt;br /&gt;
* [https://soundcloud.com/calvin-turner-606722642/trazyn-the-infinite An audio recording of his infamous letter.] N.B Lost in the warp, and we all know who to blame for that now don&#039;t we?&lt;br /&gt;
* [https://www.youtube.com/watch?v=XVghX8opHJU The infamous robot magpie himself finally has a voice actor!]&lt;br /&gt;
* [https://www.youtube.com/watch?v=HT5mWEWTb6A Trazyn National Anthem]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Necrons]]&lt;br /&gt;
&lt;br /&gt;
{{Necrons-Characters}}&lt;/div&gt;</summary>
		<author><name>2001:8003:2385:EF00:35EA:8438:EC39:E97C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Aspect_Warrior&amp;diff=53854</id>
		<title>Aspect Warrior</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Aspect_Warrior&amp;diff=53854"/>
		<updated>2020-12-26T14:31:00Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:2385:EF00:35EA:8438:EC39:E97C: /* Howling Banshees */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Aspect Warriors Loadout!.jpg|640px|right|thumb|Earth! Fire! Wind! Water! [[Gay|Heart!]] With their powers combined, the Aspect Warriors call forth &amp;lt;s&amp;gt;CAPTAIN PLANET!&amp;lt;/s&amp;gt; CAPTAIN Warlock!]]&lt;br /&gt;
&#039;&#039;&#039;Aspect Warriors&#039;&#039;&#039; are [[Eldar]] who have chosen to walk the [[Paths of the Eldar#Path of the Warrior|Path of the Warrior]], and thus to defend their [[Craftworld|craftworlds]] from aggression and to destroy the enemies of the Eldar. They comprise the vast majority of the Eldar military and are separated into different branches called Aspects, each one of which specializes in a certain method of killing things.&lt;br /&gt;
&lt;br /&gt;
Aspect Warriors focus themselves to hone their martial abilities psychically, which creates a portion of their consciousness called a War Mask. This mental mask protects their minds against the horrors of war. This has the advantage of essentially protecting them from PTSD and turning them into stone-cold killers even if they were raw recruits who have never fought in battle before. A War Mask can be &amp;quot;removed&amp;quot; after the warrior has left the battlefield and he can return to his life as if nothing had happened afterwards.  They don&#039;t remember what happened while wearing their War Mask.  Some have peeked behind the mask and been utterly horrified.  This implies that the Eldar outside of the militant Paths tend towards strongly compassionate emotions and being pussies.  Excluding the Seers anyway; as part of their training Warlocks are forced to confront and reconcile all the horrors of war without a war mask, leaving only the dispassionate understanding of how necessary all the grimdark is.&lt;br /&gt;
&lt;br /&gt;
Anyway, due to Eldar anal-retentiveness, sometimes they become utterly obsessed with their jobs, and Aspect Warriors can become incapable of separating their War Masks from their everyday personalities. Such warriors are known as [[Exarch]]s, and they lead squads of Aspect Warriors. Despite their leadership roles and badassery, other Eldar (and most Exarchs themselves) tend to pity and mourn them, as their original personalities are all but dead, supplanted by the battle focus of their War Masks, incapable of any emotions not related to their Aspect. Soulstones are placed in the armour of an Exarch to collect his knowledge of war, and these stones are then passed to other Exarchs so that the deceased warrior can share his knowledge and skills. In this way, Exarchs not only lose their personalities but are also denied the proper afterlife of the Eldar... [[Infinity Circuit|such as it is]].&lt;br /&gt;
&lt;br /&gt;
The rest of the Eldar army is composed of [[Guardian]]s. These are not professional full-time soldiers, but rather civilian militia conscripted from other [[Paths of the Eldar]]. These individuals do not have a War Mask and typically have their minds shielded by a [[Warlock (Eldar)|Warlock]] who has been an Aspect Warrior in the past to prevent the sensations of battle from overwhelming them (because seriously, who wants to stand beside a dedicated dreamer or mourner on the battlefield?). In addition, Guardians get assigned to more generalized or less hazardous tasks that Aspect Warriors would be wasted on.&lt;br /&gt;
&lt;br /&gt;
=Aspect Warrior Types=&lt;br /&gt;
&lt;br /&gt;
All Aspect Warriors fight according to one of the aspects of [[Khaine|Kaela Mensha Khaine]], the Eldar god of war. Each Aspect was founded by a warrior known as a [[Phoenix Lord]], who serves as the ultimate embodiment of that Aspect. &lt;br /&gt;
&lt;br /&gt;
==Dire Avengers== &lt;br /&gt;
&lt;br /&gt;
[[File:Dire Avenger Exarch.jpg|180px|right|thumb|Don&#039;t mind me, just posing.]]&lt;br /&gt;
&lt;br /&gt;
Dire Avengers were the first Aspect Warrior path and the original founder of their temple was [[Asurmen]], the first Phoenix Lord. They are solid general-purpose troops. In battle Dire Avengers operate in squads of five to ten warriors, which sometimes includes an Exarch, and can ride into battle within a [[Wave Serpent|Wave Serpent transport.]] These patient, methodical warriors are equally well suited for both offensive and defensive operations. Their training gives them the uncanny ability to read the ebb and flow of battle, knowing when to press the attack or feign retreat and fall back, luring their foes into a carefully prepared ambush. Dire Avengers are also trained in hand-to-hand techniques though, with the exception of their Exarchs, this is not the main focus of their training. When forced to conduct close combat Dire Avengers carry deadly ceremonial knives as a weapon of last resort. These blades are more traditionally used in ceremonies conducted prior to and after battle.&lt;br /&gt;
&lt;br /&gt;
It is rare to find an Eldar force without a squad of these extravagant peacock heads at its heart. &lt;br /&gt;
&lt;br /&gt;
Because of their adaptability Dire Avengers are also the most common Aspect Warriors used to conduct special missions outside of normal combat. These can range from recovering an ancient artifact, aiding [[Exodite|Exodites]] from an incursion by [[Ork|Greenskins]] to acting as bodyguards for a Farseer to even [[Wat|conducting business with the]] [[Inquisition]] (who are sneaky, manipulative, and judgmental like the Eldar).&lt;br /&gt;
&lt;br /&gt;
When not at war or embarked upon missions, the Dire Avengers spend much of their time at their Aspect Shrine, meditating upon battle, studying the tactics and strategies of their ancestors, and practicing their skills at arms. [[Aspect Armour|The ritual masks and armour]] that Aspect Warriors wear set them apart as the elite soldiers of their race. They represent Khaine in his aspect as a noble warrior (which explains a ton since nobility/honor aren&#039;t part of Khaine&#039;s domain as a deity, unlike Khorne). &lt;br /&gt;
&lt;br /&gt;
On the tabletop, a Dire Avenger Exarch can replace his [[Avenger Shuriken Catapult]] or [[Gatekeepers Bastion]] with one of several options. The first option is to take &#039;&#039;two&#039;&#039; [[Avenger Shuriken Catapult]]s, which performs exactly as you&#039;d expect. The 2nd and 3rd options are to take a [[Shuriken Pistol]] and either a [[Power weapon#Diresword|Diresword]] or a [[Power weapon#Eldar Power Lance|Power Glave]]; the Diresword is a power sword that causes mortal wounds on a wound roll of 6+, while the Power Glaive adds +1 Strength. The final option is to take a Power Glaive and a Shimmershield; although this means the Exarch cannot use ranged weapons (aside from his plasma grenades), the entire squad gains a 5+ invulnerable save. &lt;br /&gt;
&lt;br /&gt;
Dire Avengers have [[Aspect Armour]], which gives them a 4+ save, and like other Aspect choices they are Leadership 8; these stats are adequate. They also have a rule that gives them a 5+ in Overwatch, which can make them a less-than-tempting target in the Charge phase. Although Dire Avengers *can* engage in melee if required, particularly if the Exarch has been upgraded to do so, this is not really their forte due to their low Strength, low Toughness, and low number of attacks. Therefore, you probably want to avoid melee in most situations. The real reason to take Dire Avengers is because of the 18&amp;quot; range of their Avenger Shuriken catapults. This extra range turns a &amp;quot;meh&amp;quot; weapon into a very good one: when combined with the Battle Focus ability, Dire Avengers have an effective threat range of up to 31&amp;quot;. As a final icing on the cake, like most Eldar infantry units Dire Avengers are also equipped with Plasma Grenades. Add in the squad&#039;s 3+ BS on top of all this, and you have a resilient, flexible, highly mobile squad that can deliver a volume of highly accurate firepower to wherever it is most needed.&lt;br /&gt;
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==Howling Banshees==&lt;br /&gt;
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[[File:Howling Banshee Exarch %26 Warriors.jpg|270px|right|thumb|If not their screams, then their swords and pistols will tear you a new one. Still a good way to die.]]&lt;br /&gt;
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The second Aspect temple created was that of the Howling Banshees, founded by [[Jain Zar]]. Their namesake comes from Eldar mythology, in which banshees are warp apparitions that foreshadow doom with their loud cries.&lt;br /&gt;
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As the story goes, [[Morai-Heg]], the Crone Goddess, wanted to drink her own divine blood and learn all of knowledge stored in it. But the only creature capable of harming a deity was Khaine, who actually didn&#039;t want to help her out. So she sent her daughters to [[-4 Str|bitch and whine]] at Khaine until he relented and cut off her hand to shut her up. In return, he kept ownership rights to the Banshees and created an aspect. In actuality, they were named when Jain Zar spent a night with [[Sly Marbo]]. &lt;br /&gt;
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Howling Banshees specialize in melee combat and carry [[Power weapon#Eldar Power Sword|power swords]] and [[Shuriken Pistol]]s. Each Banshee wears a [[Banshee Mask]], which amplifies the wearer&#039;s battle cries into a psychic scream that disorients targets, giving the Banshees the initiative and allowing them to live up to their namesake as the [[Kharn|screaming harbingers of bloody murder]]. A Banshee Exarch may wield twin [[Power weapon#Powerblades|powerblades]], a power sword and a [[Power weapon#Triskele|Triskele]], or a badass [[Power weapon#Executioner|Executioner]], which is basically an Eldar power naginata. High initiative (as high as [[Slaanesh]]-marked [[Chaos Space Marines]]) and power weapons make them big trouble for power-armored foes. They are also a favored target of fa/tg/uy lusts due to their...[[/d/|form-fitting armor.]]  Despite their feminine-shaped armor and majority female members men can join too... but they wear the female armor and adapt a female persona for the duration of their stay (so fa/tg/uys are taking a heavy risk).&lt;br /&gt;
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[[File:Space Faggots.jpg|left|thumb|220px|Yep, it goes kinda like this.]]&lt;br /&gt;
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On the tabletop, Howling Banshees have had a rough time of things since their 4th edition rules. This is due to being fragile at T3 with a 4+ save, striking at S3 when their main targets ([[Space Marines|Marines]]) have a toughness of 4 or better, not having quite enough weight of attack to deal with large numbers of enemies, and having Initiative and WS values only somewhat better than their targets of choice (and inferior to Wyches, who serve much the same role in [[Dark Eldar]] armies). This is compounded by a lack of assault grenades to strike first against enemies in cover or assault transports to bring them to their opponents safely. History follows like so.   &lt;br /&gt;
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*6th edition slapped them hard right off the bat with the new power weapons rules, the many nerfs to assault (not being able to run and charge was especially devastating), and a restriction that only allows them to bring swords. They got a lateral buff at best with the new book, which really didn&#039;t fix their old problems but improved their competition (buffing Scorpions a bit and introducing Wraithblades). The Exarchs did get quite a lot better, but they have been reduced to glorified sergeants.&lt;br /&gt;
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*The new 7th edition codex gave them a rather significant buff. They still didn&#039;t have plasma grenades, but could ignore cover when charging and could charge further. Also, their masks suppressed overwatch fire, which helps them out quite a bit, especially against shooty folks like [[Tau]], or units with multiple flamers.&lt;br /&gt;
Furthermore, the entire Eldar book and indeed the meta as a whole really wasn&#039;t lacking for AP3 killing capacity, thus further ensuring that the primary role of Banshees in 7th was that of shelf decoration— a cruel fate for one of the most iconic Eldar units. &lt;br /&gt;
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*8th edition changed them up by re-introducing the move stat which has finally allowed GW to do away with the million and one awkward rules that modified how fast a unit could move.  The only [[Fail|remaining mystery]] is why they ever removed the move stat in the first place.  With a movement stat of eight, being able to charge after advancing, and getting three extra inches on their charge distance, Banshees can threaten anything within an average of twenty one and a half inches. Or more if you pick the Red and therefore fastest Craftworld. They also have outright immunity to Overwatch (suck it Tau!) and as long as the Exarch is in play, enemies have a -1 penalty to hit them in close combat. This means that most units will hit them on a 4+ at best, and and combined with stratagems and psychic powers dealing with Banshees in melee can become pretty hard, to say the least.    &lt;br /&gt;
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Unfortunately, for several editions now Banshees have been let down by not having enough attacks while also not having a high enough strength value to outperform similar units such as Striking Scorpions. With only two attacks base with a S3 AP-2 power weapon and a Shuriken pistol, they struggle to kill their supposed intended target of MEQs. Consider that against Marines Banshees will hit two out of three times, wound only one out of three times, and will be deflected by the Marine&#039;s pauldrons one out of three times. Therefore a unit of 10 Banshees (without an Exarch) would statistically kill 3 models - meaning that they&#039;re rather shockingly bad at killing Space Marines. At this rate, it&#039;ll actually be the forty second millennium before GW realizes that a Space Marine&#039;s toughness score is just as much a part of their defence as their armour save and that S3 power weapons are exceedingly mediocre at killing Marines without a lot of wounds to throw around.&lt;br /&gt;
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*Though the 9th edition Craftworld codex isn&#039;t out yet, GW did throw Howling Banshees a &#039;&#039;much&#039;&#039; needed bone; their power swords now add +1 to their strength, letting them at &#039;&#039;least&#039;&#039; wound Space Marines 50% of the time and rather easily butcher GEQ targets unaided. Now when buffed by Warlocks, they &#039;&#039;can&#039;&#039; actually wound non-Gravis Space Marines relatively reliably these days. Unfortunately, even the old-marines now have 2 wounds apiece now, so with their 2 attacks per model, they&#039;re still rather lackluster against their intended targets. Additionally, while their ability to shut down Overwatch remains, it&#039;s dramatically less useful this edition since every non-Tau army can only fire overwatch once per turn. Sure, you can lead with the Banshees against a particularly crucial target before sending in the Wraithblades, but depending on the circumstances there&#039;s a very real chance the opponent wasn&#039;t going to fire overwatch anyways.&lt;br /&gt;
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Banshees &#039;&#039;need&#039;&#039; psyker support or else basic bitch Necron Warriors will tie up the brides of Khaine all game long. With Psyker support, they&#039;re definitely quite handy, and their Exarch is one hell of a brutal and killy melee beatstick. However, you might still be left wondering if your points aren&#039;t better spent on Striking Scorpions or Wraithblades. That&#039;s debatable, but the fact is that Banshees are reasonably priced at 13pts/model and serve their function well enough considering their cost. Try to use their amazing mobility and threat range to assassinate isolated, high-value targets, and just try not to bite off more than they can chew. If you&#039;re using your unsupported squad of 6 Banshees to charge a fresh mob of 30 [[Ork]] Boyz, you&#039;re definitely doing it wrong.&lt;br /&gt;
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They represent Khaine in his aspect as a harbinger of doom.&lt;br /&gt;
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THEY ARE NOW IN PLASTIC! REJOICE, AND CRY FOR JOY! HUZZAH!&lt;br /&gt;
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==Striking Scorpions==&lt;br /&gt;
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[[File:StrikingScorpion3.jpg|150px|right|thumb|Shhhh...its all over now....]]&lt;br /&gt;
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The Eldar answer to [[Khorne Berserkers]] and [[Ork]] Boyz. Their founder was [[Arhra]], but he was said to have been too driven by [[Dark Eldar|murderous impulses]], and so he went renegade and burned down the first Aspect Temple (the one belonging to Asurmen). It was [[Karandras]] who took his place and tempered their killing [[rage]] with patience so that they became stalking serial killers instead.&lt;br /&gt;
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Compared to their closest cousins and fellow hoes, the Howling Banshees, Striking Scorpions are not as swift but instead more adept at moving through dense terrain, using every available nook and crevice to lie in wait of the enemy before unleashing their attack.&lt;br /&gt;
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They are sneaky dudes with [[Chain Weapon#Scorpion Chainsword|chainswords]], [[Shuriken Pistol]]s and [[Mandiblaster]]s built into their helmets. They can take a beating almost as well as they can dish it out. The Exarch can take either a [[Chain Weapon#Chainsabre|Chainsabre]] or a [[Chain Weapon#Biting Blade|bigger, badder chainsword]] which grants [[-4 str|+2S]] or a powerfisty [[Power weapon#Scorpion&#039;s Claw|Scorpion&#039;s Claw]], which doesn&#039;t slow him like Mon-Keigh fists, and with proper training the Exarch can hit with it as hard as Marines with their fists.&lt;br /&gt;
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You may wonder why are they so sneaky if they carry what counts as a jet engine on a sword? Well, the best and reasonable answer is that they can sneak up on you without you hearing their chainswords. [[Reasonable Marines|Because Eldar chainswords trigger only after making contact with the target. Because that is smarter than Mon-Keigh chainsword design.]]  This way the teeth won&#039;t rip and tear until they&#039;ve already bitten into the target, unlike regular chainsaws which will probably deflect if they don&#039;t hit just right.&lt;br /&gt;
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The Aspect Armor of the Striking Scorpions is similar in construction to that of other Aspect Shrines, but incorporates heavier, rigid armor plating for increased protection. While the extra weights means Scorpions are not as swift as their Howling Banshee sisters, the protection they provide is such that even Bolters are virtually useless against them, requiring concentrated fire from multiple weapons in order to bring down Striking Scorpions. The armor&#039;s coloring is predominately green, with different patterns of yellow, black or orange depending on each individual Shrine.&lt;br /&gt;
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Striking Scorpions represent Khaine in his aspect as a silent hunter. They are also said to represent [[Gork]] and [[Mork]] in their aspect of being green, ded killy, &#039;ard as nailz choppy-dakka murdermachines.  Being basically ELFGRU-6 ninjas they are the closest thing the Aspect Warriors have to [[Reasonable Marines]], although not quite so reasonable as to stoop to using camocloaks like Rangers do.&lt;br /&gt;
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As of 8th edition they do mortal wounds. I&#039;m not shitting you. (Intel: This only happens in the fight phase, where each six is a mortal wound)&lt;br /&gt;
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==Fire Dragons==&lt;br /&gt;
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[[File:Fire Dragon Aspect.jpg|200px|right|thumb|How do you want your tanks? Partially melted, or vaporized?]]&lt;br /&gt;
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Fire Dragons are said to represent the mythical dragons who basically just destroyed EVERYTHING indiscriminately.&lt;br /&gt;
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They specialize in destroying enemy war machines and fixed fortifications, as well as rooting out heavily-armored infantry and weapon emplacements. In this role each Fire Dragons wields a mighty [[Fusion Gun]], capable of reducing an enemy to a cloud of superheated vapour in a second, or a battle tank into a pile of molten slag. Against targets too tough for even these weapons the Fire Dragons carry Melta Bombs, disc-shaped bombs which can be attached to any surface and detonated on command. However, the short range of their weaponry limits the Fire Dragons&#039; effectiveness, especially when speed and tactical flexibility are needed. It is also the reason Fire Dragon [[Aspect Armour]] is thicker compared to a Dire Avenger&#039;s, including many spiny protrusions which make it stiffer and more resilient, so that the wearer can properly close with the enemy and deliver death and destruction upon them. Fire Dragon armor is painted in fiery colors, such as red or orange.&lt;br /&gt;
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Despite being scary mofo&#039;s, they seem to be inconsistent in their fluff. From the aforementioned fiery death machines as mentioned above, [[Fail|to incompetent idiots whose Fusion Guns are so ineffective]] [[Wat|that they couldn&#039;t even get passed through a hastily constructed barricade made from scrap metal and cardboard...]][[CS Goto|then again this was written by a certain Irish Leper.]]&lt;br /&gt;
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If they get within 12 inches of anything AV14 and below, it&#039;s going to blow up within the turn. Dragons are armed with either a fusion gun, which operates like an Imperial meltagun, or a [[Fire Pike|fire pike]], which is basically a long-range fusion gun. Their Exarch can also take a [[Dragon&#039;s Breath Flamer]] weapon, but only if he wants to lose his only use on the battlefield. They also carry melta bombs to allow them to take out tanks on the charge.&lt;br /&gt;
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Their Phoenix Lord, [[Fuegan]], is the bestest tank destroyer out there, better even than [[railgun]]s and [[Leman Russ Vanquisher]]s. He&#039;s also a beatstick in CC, carrying a burning axe that lets him fight like a monstrous creature. An often overlooked aspect (pun not intended) of Fire Dragons is that they train in demolition, sabotage, anti-tank warfare (i.e., identifying the weak spots of armored vehicles and fortifications), and siege warfare.&lt;br /&gt;
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They represent Khaine in his aspect as a force of destruction.&lt;br /&gt;
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[[Meme|Fucking]] [http://wasted-knights.blogspot.co.uk/2010/06/joys-of-melta.html Autarchs.]&lt;br /&gt;
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==Dark Reapers==&lt;br /&gt;
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[[File:Dark Reaper Exarch.jpg|300px|right|thumb|Bend over. And no, it won&#039;t be over soon.]]&lt;br /&gt;
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The story goes that Khaine once battled the [[Nightbringer]] and wounded him. The injury caused shards of the [[C&#039;Tan]]&#039;s being to migrate into the psyche of all of the races of the galaxy ([[derp|except]] [[Orks]]), instilling the fear of death in all mortals. And according to the ancient tome known as Wikipedia, this urgent fear of death was what eventually precipitated the birth of the [[Chaos Gods]], CAUSING the very [[grimdark]] the 40k universe feeds on in the first place...[[FAIL|WAY TO GO]], Khaine! In return, these shards pierced Khaine&#039;s body and he gained a new aspect as the Destroyer.&lt;br /&gt;
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The Phoenix Lord [[Maugan Ra]] founded this aspect. (Which is a bit weird, because Ra himself handles...absolutely nothing like his aspect.) He was said to be [[That Guy|obsessed with death and stood apart from his fellow Phoenix Lords]] in that respect. Dark Reapers are something like a hybrid of Dire Avengers and Fire Dragons. Use them to kill [[MEQ]]s and AV10-all around vehicles. The Exarch can take a [[Tempest Launcher|big missile launcher]] of the type only seen on support platforms or [[Wraithlord]]s, but with moar [[dakka]].&lt;br /&gt;
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On the tabletop, Dark Reapers are essentially a squad of AP3 Heavy Bolters with T3, good accuracy, and a 3+ save. This means that their [[Reaper Launcher]]s makes them very good against MEQs and have the range and weight of fire to be dangerous to lighter but more numerous infantry and annoy heavier infantry, as well as 3+ save monstrous creatures. The Exarch can either use a Shuriken weapon (never do this) or a missile launcher that he can double tap and has all the same warheads as its Imperial counterpart (with the exception of the frag warhead being replaced by the better plasma warhead).  &lt;br /&gt;
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Dark Reapers are good at what they do, but they face competition from other Eldar heavy support considering cover saves are now everywhere, the entire codex is now excellent at Marine slaying, and their slot is shared with the more versatile [[Eldar War Walker|War Walkers]], [[Wraithknight|Wraithknights]], [[Fire Prism|Fire Prisms]], [[Night Spinner|Night Spinners]], other assorted [[Forge World]] Eldar tanks, and Vaul&#039;s Wrath batteries. The Eldar heavy support slot can be filled with excellent units and each of your three/six slots are precious. So while the Dark Reaper is by no means bad, it&#039;s a good unit that has to compete with a lot of excellent units.  &lt;br /&gt;
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6th edition brought back something they haven&#039;t had since 2nd: Krak missiles. With long range anti-tank missiles available and an increase in squad size, their scores just went up.&lt;br /&gt;
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Of course, you can now throw the FoC out the window (or, even better, use the Aspect host for +1BS), so have fun with them.&lt;br /&gt;
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As of 8th edition, they are possibly one of the best Heavy Support units in the game. Regardless of all to-hit buffs on the enemy or debuffs thrown on them, they gained a special rule that specifically states that they always hit on a 3+. Period. Considering they have either single hitting S8 shots or multi-hitting S5 blasts that do multiple wounds per hit, they can effectively end most non-horde infantry and vehicles down wind of them.&lt;br /&gt;
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They represent Khaine in his aspect as inescapable death.&lt;br /&gt;
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==Shining Spears==&lt;br /&gt;
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[[File:Shining_Spear_Space_Jousters.png|200px|right|thumb|HOW ABOUT A LANCE TO THE FACE!!!?]]&lt;br /&gt;
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[[Boreale|SPACE JOUSTERS IN SPESS!!]]&lt;br /&gt;
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Shining Spears are the fastest and most specialized Aspect, striking at ridiculous speeds and withdrawing in a flash. Shining Spears can be distinguished from all of the other Eldar Warrior Aspects for they are the only Aspect Warriors to make use of anti-gravity [[Jetbike|Jetbikes.]] The Shining Spears carry the fight directly to the enemy, pouncing upon them without warning to deliver a killing blow. Until recently, nobody knew their Phoenix Lord, but he has since been named as [[Drastanta]]. He went missing after the fall of the first aspect temple, so you still can&#039;t use him on the tabletop. &lt;br /&gt;
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While Shining Spear squads are relatively small, just three to five warriors, a number which sometimes includes an Exarch to lead them, their mastery of the Eldar Jetbike is so complete that each one can execute complex high-speed maneuvers with but a single gesture. In this way even a small unit of Shining Spears can turn the tide of battle, delivering a devastating charge against the enemy before wheeling around for another attack, much like [[Exodite]] [[Dragon Knights]].&lt;br /&gt;
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The Shining Spears possess a bright and clear virtue that marks each one out as a warrior hero and a champion of the Eldar race. Eldar mythology is replete with examples of noble heroes at one with their steed and in the Shining Spears, the glories of legend are made manifest once more. &lt;br /&gt;
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Exarchs wear more elaborate and ornate versions of [[Aspect Armour#Exarch Armour|Exarch Armour]] which incorporates the spirits of their past wearers, granting an Exarch not only wisdom and knowledge stretching across the millennia but a raw pool of potent psychic energy that can be used in combat. &lt;br /&gt;
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Shining Spears ride Jetbikes into battle and wield [[Laser Lance]]s (unusual power weapons/lasgun hybrids), and the Exarch can take a [[Star Lance]] for a more powerful stat line.&lt;br /&gt;
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They represent Khaine in his aspect as a light-speed blade.&lt;br /&gt;
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==Swooping Hawks==&lt;br /&gt;
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[[File:Swoopinghawk vs scourge.jpg|200px|right|thumb|An Eldar Swooping Hawk going against a Dark Eldar Scourge. Who&#039;s the swoopiest of them all?]]&lt;br /&gt;
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In Eldar mythology, hawks point out those marked by guilt so that everyone will know their crimes and judge them accordingly.&lt;br /&gt;
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Of all the Aspect Shrines the Swooping Hawks are among the most mobile, thanks to their &amp;lt;s&amp;gt;Winged Hussar&amp;lt;/s&amp;gt; Swooping Hawk Wings, which allow them to lift off into the air at a moment&#039;s notice and fly across the battlefield. &lt;br /&gt;
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The speed and agility this gives the Swooping Hawks more than makes up for the fact that their [[Aspect Armour]], compared to that worn by other Shrines, is thinner and offers less protection. The armor is typically colored like the sky, such as a pale blue or grey, with contrasting colors as well, especially on the wings.&lt;br /&gt;
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The Phoenix Lord of the Swooping Hawks is [[Baharroth]], who was said to have been Asurmen&#039;s finest pupil, which is [[derp]] since on the tabletop he&#039;s probably the most mediocre of all the Phoenix Lords. &lt;br /&gt;
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Once used only for [[Eldar Grenade Launchers#Swooping Hawk Grenade Pack|yo-yo grenade bombing,]] Hawks are now kings of glancing vehicles to death, being fast, decently armored, and equipped with haywire grenades. With the new codex update, they can grenade bomb while perfectly deep striking, and their Eldar flashlights became surprisingly terrifying through the sheer number of shots they deliver.&lt;br /&gt;
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They are noted to be transported by a special Eldar craft called a Shooting Star which ferry Swooping Hawk Aspect Warriors onto a planetary battlefield. They briefly enter a planet&#039;s atmosphere where they remain undetected due to a complex cloaking system that masks them from enemy scans. Once in the atmosphere, their cargo hold of Swooping Hawks free fall to the surface, before the Shooting Stars return to their Craftworld.&lt;br /&gt;
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They represent Khaine in his aspect as a precise predator.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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==Warp Spiders==&lt;br /&gt;
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[[File:Warp Spider Exarch.jpg|300px|right|thumb|Ah! A WAHP SPIDEAH! —[[Diomedes|Captain Diomedes]]]]&lt;br /&gt;
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Warp Spiders are named for the beings of pure energy that inhabit the Infinity Circuit and travel through its links in the [[Webway]], purging it of foreign influences (such as daemons or psychic intruders). Though they are identified as Aspect Warriors, it is not entirely known what Khaine&#039;s connection to the Warp Spiders is, since they do not have a fixed Phoenix Lord and it has been established in [[Gav Thorpe]]&#039;s &#039;&#039;Paths of the Eldar&#039;&#039; series that Khaine&#039;s influence has no place in the Webway, which in fact is why Exarchs and Phoenix Lords count as mini-Infinity Circuits on their own.&lt;br /&gt;
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[[C.S Goto]]&#039;s contentious book &#039;&#039;Eldar Prophecy&#039;&#039; presented Lhykosidae, whose armour materialised spontaneously at the Warp Spiders&#039; shrine during a time of crisis when he was most needed, rather than being a suit of armour that gets passed from bearer to bearer, adding personalities to the sentience within the suit. If Lhykosidae is a Phoenix Lord born of the Webway, then his personality would have to be the gestalt consciousness of the [[derp|ENTIRE SPECIES.]] Fucking Goto. That said, his title is &amp;quot;Wraith Spider&amp;quot;, not Phoenix Lord, so (at least for now) we can readily get away with rejecting the idea that he&#039;s a Phoenix Lord.&lt;br /&gt;
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The Eldar&#039;s premier jetpack infantry, Warp Spiders use the warp to teleport from place to place, allowing them to strike at their enemies from virtually any location in the blink of an eye. Their guns are called [[Death Spinner]]s, which fire a mist of monomolecular threads that expand and slice through flesh and light infantry armor on contact with little effort. While this makes the Spiders fairly unreliable against power-armored units since the spinners&#039; threads can&#039;t penetrate it properly (although they get an AP1 version of the Bladestorm rule... why AP1 when that only matters against vehicles is anyone&#039;s guess), they are nevertheless a frightening foe against the likes of Guardsmen and Gaunts, and are surprisingly effective against vehicles, especially if they get to their vulnerable rear armor (which is not a big deal with such mobility). Their Exarch is given two death spinners which are attached to the back of his armor for mobility or a single [[Spinneret Rifle]] for anti-armour punching, as well as two [[Power weapon#Powerblades|power blades]] which he holds for close combat, though on the tabletop, he&#039;s generally outclassed in assault by any unit that can melee better than a Guardsman.&lt;br /&gt;
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May represent Khaine in his aspect as an eternal guardian of the Eldar and Webway.&lt;br /&gt;
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==Shadow Spectres==&lt;br /&gt;
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[[File:Shadow Spectres Koronus Bestiary Vincent Devault.jpg|220px|right|thumb|BOOOO!!]]&lt;br /&gt;
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The Shadow Spectres are a newer Aspect, thought lost until the armor of their Phoenix Lord, [[Irillyth]], was recovered from an Imperial world, as chronicled in [[Forge World]]&#039;s [[Imperial Armour Volume Eleven: The Doom of Mymeara]] and is noted to be one of the most [[Derp]] of the Phoenix Lords.&lt;br /&gt;
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They fly around on [[jetpack]]s and wear holo-fields, making them look kind of like ghosts, if ghosts also shot prismatic lasers of doom. &lt;br /&gt;
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[[Prism Rifle|Their weaponry]] is fairly high-strength as infantry weapons go (especially for Fast Attack infantry), and they can combine their beams into a super-beam of death that gets more powerful as more of them join it (in fact, the technology is the same as the [[Fire Prism]]&#039;s [[Prism Cannon|main cannon]]). Their Exarch on the other hand, mounts the [[Dick|even bigger and &#039;&#039;longer&#039;&#039;]] [[Prism Blaster]]s.&lt;br /&gt;
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The Shadow Spectres make use of a unique, complex targeting matrix known as the Ghostlight. This matrix further amplifies the effective range and power of the warriors&#039; already-formidable weaponry.&lt;br /&gt;
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When used, the Ghostlight will allow a Spectre squad to combine the beams of their [[Prism Rifle]]s into a single, brilliant torrent of energy; the additional power allows the squad to fire a single incredibly long-ranged shot, allowing them to hit distant targets.&lt;br /&gt;
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Between their ghost-like appearance and name, and their tendency to become [[Wraithguard]] after they die, they represent Khaine&#039;s aspect as an eternal warrior, even after death.&lt;br /&gt;
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Tl;dr, Shadow Spectres are essentially the Dark Reapers of vehicles.&lt;br /&gt;
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Unfortunately, the 7th edition codex has enshrined Warp Spiders as the Eldar solution to Jetpack Infantry, which is clearly why Forge World invented these guys.&lt;br /&gt;
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8th Edition gave these guys quite the overhaul. They&#039;ve lost their Ghostlight abilities, but can fire their prism rifles multiple times in the Coherent mode as long as they keep landing their shots. They also shifted into the Elite category for some reason.&lt;br /&gt;
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9E Once again revamped these guys, though not as dramatically as prior editions. Gone is their ability to shoot their Coherent mode again after each successful shot (maximum of 3 total), instead just dealing d3 damage. Though it still provides rather inconsistent damage output, it&#039;s considerably less swingy as a result. Additionally, their dispersed mode no longer auto-hits, but instead is now an 18&amp;quot; d6 shot blast weapon designed to clear away hordes and GEQ targets. They also remembered how to deep-strike like their Phoenix Lord.&lt;br /&gt;
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==Crimson Hunters==&lt;br /&gt;
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{{Topquote|I feel the need, the need for speed.|Top Gun}}&lt;br /&gt;
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[[File:Crimson Hunters 6th Ed.png|200px|right|thumb|[http://www.youtube.com/watch?v=1irgU2O4EMk. Riding to the DANGER ZONE]]]&lt;br /&gt;
&lt;br /&gt;
A fairly new aspect but one on the rise. Rather than a blade or a gun the Hunters use a jet fighter called the [[Nightshade Interceptor]]. No Phoenix Lord has been mentioned for them. It&#039;s possible the &amp;quot;Eagle Pilots&amp;quot;, who are a barely-detailed Aspect Shrine devoted to void warfare, have a Phoenix Lord named Amon Harakht. If they exist, they might be the Phoenix Lord for the Crimson Hunters as well, but probably &amp;quot;Amon Harakt&amp;quot; is just the Aeldari name for &amp;quot;fighter pilot&amp;quot;, since it&#039;s listed in the Aeldari Lexicon as meaning that, in which case no Phoenix Lord is know for them either.&lt;br /&gt;
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Crimson Hunters are trained to become exceptional pilots, endlessly practicing all sorts of maneuvers as well as marksmanship. The Crimson Hunter&#039;s Nightshades are armed with two Bright Lances and a Pulse Laser. The Crimson Hunters are few in number, though their Shrines are becoming more widespread. &lt;br /&gt;
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These temples of Khaine are unlike any other for they are tunnel-like collections of transparent atriums that float around the periphery of their Craftworlds, allowing the Crimson Hunters and their recruits to freely train in their aircraft.&lt;br /&gt;
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Crimson Hunters are known to give special veneration to the Eldar God Kurnous, often calling themselves the Hawks of Kurnous.&lt;br /&gt;
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Crimson Hunters are known to give some Eldar penis envy with them being the only aspect able to pilot a pretty cool jetfighter while the rest are bogged down on the ground. As a side effect, they have even smaller balls than the already almost balless species of the Eldar.&lt;br /&gt;
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They represent the Blinding Blades of Khaine, which were forged from the blood that constantly drips from his hands. They strike at the weakest points and leave the enemy easy prey for the close kill, therefore bringing down foes who think themselves above him.&lt;br /&gt;
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==The Unknowns==&lt;br /&gt;
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Whether these are actually Aspect Temples, have been retconned out, or were once supposed to be something, nobody knows.&lt;br /&gt;
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*Eagle Pilot: Mentioned in &#039;&#039;Shadow Point&#039;&#039;, in one sentence, and never again. (It says only &amp;quot;the aspect warrior path of Amon Harakht, or Eagle pilot&amp;quot;.)  Lexicanum thinks their Phoenix Lord is Amon Harakht, but since that literally means &amp;quot;Fighter Pilot&amp;quot; in the Aeldari Lexicon, it&#039;s more likely the sentence is giving the Aeldari name followed by the translation in English. They are the Aspect Warriors who pilot &amp;quot;Eagle bombers&amp;quot; and presumably other void-fighter pilots. That&#039;s all we know about them, though. May be a subsect of the Shining Spears, may have become the Crimson Hunters, may have been Cimson Hunters the entire time.&lt;br /&gt;
*Crystal Dragons: Probably became the Fire Dragons.&lt;br /&gt;
*Slicing Orbs of Zandros: The strangest Aspect ever to be named. They were apparently *oooooOOOOOOooooo* mystEEEEEEEEyrious. But seriously, they just sound silly. They&#039;re still around, though, don&#039;t worry. Ever see &amp;quot;Phantasm&amp;quot;? That&#039;s probably their weapon of choice.&lt;br /&gt;
*Ebon Talons: mentioned in &#039;&#039;Asurmen: Hand of Asuryan&#039;&#039;.&lt;br /&gt;
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= Gallery =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DireAvengers01.jpg|A squad of Dire Avengers led by an Exarch. &lt;br /&gt;
CrimsonHunter2.jpg|A Crimson Hunter Exarch piloting a Nightshade Interceptor. &lt;br /&gt;
99810104006 DarkReaperNEW 01.jpg|A Dark Reaper squad led by an Exarch. &lt;br /&gt;
99810104011 FireDragonsNEW 01.webp|A Fire Dragon squad led by an Exarch.&lt;br /&gt;
99810104009 HowlingBansheesNEW 01.jpg| A Howling Banshee squad led by an Exarch. &lt;br /&gt;
2019 Banshees.jpeg| The long-awaited plastic Banshees. Proof of what GW can do once they get off their ass. Note that these use the new 28.5mm bases, not 25mm.&lt;br /&gt;
Shadow Spectres Aspect Warrior Squad2.jpg| A squad of Shadow Spectres led by an Exarch. &lt;br /&gt;
Shining Spears.jpg|A squadron of Shining Spears led by an Exarch. &lt;br /&gt;
99810104007 StrikingScorpionsNEW 01.webp|A squad of Striking Scorpions led by an Exarch. &lt;br /&gt;
99810104010 SwoopingHawksNEW 01.webp| A squadron of Swooping Hawks led by an Exarch. &lt;br /&gt;
99810104008 WarpSpidersNEW 01.webp|A squad of Warp Spiders led by an Exarch. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Craftworld Eldar]]&lt;br /&gt;
&lt;br /&gt;
{{Eldar-Forces}}&lt;/div&gt;</summary>
		<author><name>2001:8003:2385:EF00:35EA:8438:EC39:E97C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Harlequin&amp;diff=246213</id>
		<title>Harlequin</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Harlequin&amp;diff=246213"/>
		<updated>2020-12-26T14:20:30Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:2385:EF00:35EA:8438:EC39:E97C: /* The Players */&lt;/p&gt;
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&lt;div&gt;[[File:Eldar Harlequin.jpg|thumb|Break a leg? Why limit myself?]]&lt;br /&gt;
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{{Topquote|I used to think that my life was a tragedy, but now I realize, it’s a fucking comedy.|Arthur Fleck/The Joker}}&lt;br /&gt;
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The &#039;&#039;&#039;Harlequins&#039;&#039;&#039; are the [[Eldar]] followers of [[Cegorach]], the Laughing God. They are the performers and entertainers of the Eldar, the self-appointed protectors of the Eldar&#039;s pre-[[Fall of the Eldar|Fall]] history, which they perform in extremely elaborate plays involving not only elaborate costumes, scenery, acrobatics, and a troupe of dedicated actors, but further elaboration of the drama through [[Psyker|psykana]] and [[Drugs|psychedelic drugs]] which are disseminated throughout the audience that they too may see into clown world. The end result is something like a deranged mixture of a bardic recitation of oral history, a circus, grimdark edgy performance art, elaborate spiritual exercise, and a Grateful Dead concert, dedicated to reenacting and expressing the story of the fall of the Eldar, as both elegy and warning.&lt;br /&gt;
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Far from being merely performers, though, and despite their rather ludicrous appearance, they are in fact some of the most dangerous shock-troopers among the Eldar, taking the concept of &amp;quot;break a leg&amp;quot; as far as you would expect in [[Warhammer 40,000]]. As self-appointed keepers of history, in addition to reciting and propagating it through performance art, they also maintain and guard the collection of esoteric knowledge deep in the Webway in the hidden [[Black Library]], protecting it from [[Ahzek Ahriman|those who would attempt]] to enter and learn of forbidden lore which they might use for evil and the furtherance of goals of [[Chaos]]. The Harlequins&#039; protection of the Library is almost impenetrable, but they will from time to time allow those who have conquered the [[Chaos]] within them to enter. They have allowed Eldar, other xenos, and [[Just As Planned|even humans]] into the Library at times when their agenda is to fight against Chaos, but they will fight to the death to prevent the Chaotically aligned, or those vulnerable to corruption by Chaos, to enter.&lt;br /&gt;
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In times of war, the Harlequins fight the foes they see as posing a threat to the very existence of the Eldar, first and foremost [[Chaos Space Marines]], the [[Necron]]s, and the [[Tyranids]]. The [[Imperium|Imperials]] and [[Tau]] can be worked with, and the [[Orks]] are easily manipulated; unlike most Eldar, the Harlequins are free of racial prejudice, so as long as you battle the threats to all things and aren&#039;t attacking them or getting in their way, they&#039;re perfectly happy to work with you be you Mon&#039;Keigh or Blueberry. This makes them one of the most [[Reasonable Marines|level-minded]] factions in the setting and helps make them a very likeable faction.  &lt;br /&gt;
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==The glue that keeps the Eldar together==&lt;br /&gt;
They owe no allegiance to any [[Craftworld]], Corsair Fleet, [[Exodite World]], or [[Dark Eldar]] [[Kabal]], but rather recruit members from all factions, and will fight in their armies on all sides. Their only loyalty is to [[Cegorach]], whom they believe has charged them with the &amp;quot;Great Work&amp;quot; of reunifying the Craftworld Eldar, Corsairs, Dark Eldar, and [[Exodite]] Eldar into a single race to fight off [[Slaanesh]], the Necrons, and whoever else has a bone to pick with the chosen people of the [[Old Ones]]. It is notable that they do not use the methods to keep their souls safe that other Eldar do—their faith in Cegorach, complete after going through the Trial to become a Harlequin, is enough to keep them safe. Despite this, they are allowed free passage through the Craftworlds and [[Commorragh]], because the Craftworld and Exodite Eldar respect the Harlequins for preserving their history, and the Dark Eldar and Corsairs &amp;lt;s&amp;gt;are &#039;&#039;too afraid&#039;&#039; to try and stop them&amp;lt;/s&amp;gt; find Death Jesters&#039; humor hilarious; they also couldn&#039;t keep the Harlequins out if they tried due to the Harlequins&#039; superior knowledge of, and ability to use, the [[Webway]].  &lt;br /&gt;
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This also makes the Harlequins the closest thing to a central authority the Eldar species has. While the various Eldar factions may not necessarily answer to the clowns, when they speak, everyone from Commorragh pimps and Craftworld wizards to Exodite farmers and Corsair pirates stops what they&#039;re doing and &#039;&#039;&#039;listens&#039;&#039;&#039;. Even [[Asdrubael Vect]] has to make sure and pin it on someone else whenever he gets up to skullduggery that might piss them off.&lt;br /&gt;
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== Eldar Ambassadors? ==&lt;br /&gt;
[[Image:Harlequin.jpg|They actually are this hot in the series, but most people are too busy screaming in pain to comment on it.|thumb|right]]&lt;br /&gt;
Harlequins do not necessarily restrict their visits to the Eldar. In the Harlequins&#039; view, they must perform their work for anyone and everyone who may benefit and learn the lessons from The Fall. Thus it is very rare, but not unknown, for Harlequin troupes to visit Imperial worlds. However, it must be noted that given the Imperium&#039;s strict (and often justified) policy of xenophobia, the circumstances under which such visits occur almost always coincide with the absence of strict Imperial oversight. &lt;br /&gt;
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Of course, given the inscrutable nature of Eldar language and art, it is highly debatable whether or not a human audience would even be able to grasp the message that a Harlequin performance was attempting to convey. Most accounts of Harlequin performances amount to something like splatterhouse Shakespeare, with chainsword wielding [[Coenobite]] clowns flinging psychedelic rainbow viscera while the audience trips out on peyote. On the other hand, it is conceivable that Harlequins adjust their performance based on the audience, keeping the performance elaborate in form, but simple in message, thus allowing humans to understand the Great Enemy and what can be done. &lt;br /&gt;
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In any event, by the time Imperial authorities become fully aware of the presence of a Harlequin troupe, the xenos have inevitably departed. Given the isolated nature of many imperial worlds and the Imperial policy of enforced ignorance, most common inhabitants might find the harlequins as just another passing troupe of strange, incredibly skilled artists, unaware for the most part of their xenos nature. Furthermore, since harlequins only need a webway portal instead of say, a massive starship to get onto a world, no one really discovers they have been in a close encounter of the third kind, at least until some Ordo Xenos operative takes notice. Thus, while in theory Harlequins (as xenos) are not welcome on Imperial worlds, in practice the Imperium can generally do little to stop such visitations. &lt;br /&gt;
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Another explanation is that while the Ordo Xenos may not be fans, the Ordo Malleus is fully aware that the Eldar know more about Chaos than they do, and that the Harlequins fight Chaos as agents of the Black Library. The Inquisition&#039;s desire to obtain that knowledge is therefore probably enough to make them pressure everyone else into not doing anything rash, as long as the Eldar behave as well.&lt;br /&gt;
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Judging from their allies matrix, it&#039;s fortunate that humans at least sometimes listen to them (so far as humans listen to any Eldar, anyway), since on the Tau worlds they visit they are inevitably met with an endless earful about the fucking Greater Good. They don&#039;t play on Necron [[Tomb World|Tomb Worlds]] (no shit?) given that the Necrons are the oldest foes of the Eldar and the two have brought each other nothing but grief over the last few billion years, and Harlequins work to fight against them just as hard as they do against Chaos. Don&#039;t even fucking ask if they play on Ork worlds (you know, they probably do, but have to reduce the dialogue to indecipherable grunting, swearing and cockney slang). It&#039;s presumed that they did try to play for the [[Tyranid]]s only once, but found out the space bug-lizards have no appreciation for art; hence the decision to put the Tyranids right next to Chaos and the Necrons on the mandate to kill-on-sight-and-annoy-the-hell-out-of.&lt;br /&gt;
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During [[The War of The Beast]], [[Eldrad|Eldrad Ulthran]] sent a troupe of Harlequins to convey a message to the [[God-Emperor of Mankind]], letting Him know that Chaos had to be treated as the primary threat and that the [[Imperial Fists]] successor chapters were on their way. Quite why he thought that anyone would care about the first half of the message whilst the Imperium was literally facing total annihilation at the hands of The Beast no one but Eldrad knows. In another fantastic demonstration of Eldar logic, the Harlequins he sent thought that the best way to pass the message along was to butcher 99% of the Humans they came across whilst shouting &amp;quot;Friendship! Friendship!&amp;quot; Understandably they didn&#039;t find willing ears whilst they were eviscerating [[Imperial Guard|Guardsmen]] and [[Adeptus Custodes|Custodians]]. In fairness the humans likely wouldn&#039;t have listened anyway but the Eldar plan was definitely the worst one they could have possibly went with considering all that it got them was meeting their end before the Eternity gate. Props for getting that far though. All of them wound up getting [[RIP AND TEAR|massacred]] eventually by the Custodes (not without getting some for themselves), save for [[Lhaeriel Ray]], who was about to be slain by the Captain General save for the intervention of Grandmaster of Assassins [[Drakan Vangorich]] and Inquisitor [[Veritus]]. She was then brought to the ultra-secure Inquisition stronghold under the South Pole, to be interrogated and incarcerated for life. There she displayed a token from [[Vulkan]], who had apparently given it to [[Eldrad]] to indicate &amp;quot;friendship&amp;quot; in some future crisis, and continued to reiterate that she came in peace and to send a message to the Emperor, who she said once counted [[Eldrad|the dick]] as a friend. Eventually, though, Inquisitor [[Marguerethe Wienand|Weinand]] helped her escape to a shuttle where she went off to parts unknown, presumably carrying news of the whole affair and the situation on Terra back to [[Ulthwe]].&lt;br /&gt;
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==The Final Act, A.K.A. The Last Troll==&lt;br /&gt;
In recent years, the Harlequins&#039; war against Chaos has been characterised by a newfound urgency. Full masques have become an ever more common sight among the stars. Appearing from the Webway, they can be found performing within the realms of their kin or battling the galaxy&#039;s disparate races in vicious campaigns of apparently random violence. As the 41st Millennium comes to a close, more and more Eldar vanish into the Webway, forsaking their former lives to take up the Harlequin&#039;s mask. The Harlequins&#039; numbers are growing, and many among the Eldar wonder why. The truth is inspirational and terrifying in equal measure. At the very heart of the Black Library there lies a silver-lit vault. Therein stands a plinth made of finely graven obstinite, upon which rests a crystalline book said to contain the words of Cegorach himself. Since the Fall, the tome’s covers have remained closed, sealed shut with flickering chains of light. Yet now, long-awaited portents have come to pass. A [[Ahriman|fallen sorcerer]] seeks the lore of the library. A [[Silent King|king]] stirs in his court of death and silence, preparing to rise once more. Within [[Eye of Terror|madness&#039; eye]], the [[Abbadon the Despoiler|champion]] of the [[Ruinous Powers]] prepares to seize [[Cadia|a realm long denied]]. As the signs have come to pass, so the bands of light about the tome have flickered and died.&lt;br /&gt;
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Now, at last, the tome has fallen open. Within its pages the Shadowseers have found a script, a secret final act that changes utterly the tale of the Fall. Penned in inks of light and shadow, these words present a slender hope, detailing an intricate, galaxy-spanning performance with the potential to change the fate of the Eldar race. Always, the strands of fate have pointed toward the victory of Chaos during the last, mythic battle known to the Eldar as the Rhana Dandra. Yet within the pages of the crystal tome is recorded Cegorach&#039;s ultimate and final [[Troll|jest,]] a way to trick Slaanesh into [[Lulz|expending all her power not to destroy the Eldar, but to save them.]] How such an impossibility could come to pass is unclear, for on this matter the final act is infuriatingly vague. Yet the Harlequins take their god&#039;s words on faith alone, for their devotion to Cegorach is total and his methods beyond question or reproach. Thus they have begun the steps of this final dance, and will see it completed, or else face absolute destruction in the attempt.&lt;br /&gt;
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This is now also likely the Eldar species’ final and only hope for survival, period, since Eldrad upgraded from dick to dumb dick and went and boned everything for them, failing in an attempt to awaken [[Ynnead]] early and ended up killing him, all the progress that had gone into him, and the infinity circuits of every craftworld, instead. &#039;&#039;Whoops&#039;&#039;. Course, this is probably precisely why the crystalline book opened in the first place, with Cegorach basically going &amp;lt;span style=&#039;color:turquoise;font-size:100%&#039;&amp;gt; “Oh dear, who could’ve seen that coming? Oh wait, I did, that’s why I have a plan B ready to go for you dumb shmucks. Let’s open it up shall we? And we’re keeping the [[Eldrad|Dick]] out of this one. That fuckup with Ynnead…that wasn’t funny.” &amp;lt;/span&amp;gt;&lt;br /&gt;
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Until Eldrad didn&#039;t, of course. Ynnead seems to be doing just fine, if forming the Yncarne is any indication.  Though the Harlequins are still working with them so maybe the plan to trick Slaanesh is still on.  Or the Harlequins figure they might as well hedge their bets.  If one plan fails, the other might succeed. Or it was the plan all along. In any case, they, like everyone else who understands the scale of the Imperium, may be dicks but aren&#039;t stupid enough to truly bring mankind&#039;s wrath down on them.  Especially since the Inquisition has Inquisitors who know the location of the Black Library...In any case, they&#039;re more or less co-operating with the Ynnari though how much of this is honest and how much of it is just coincidence and how much of it is going to end up with the Craftworld Eldar getting a hilarious dose of their own backstabbing medicine is yet to be revealed.  Assuming this plot thread isn&#039;t just dropped or ignored by GW, of course.&lt;br /&gt;
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== Masques ==&lt;br /&gt;
7th Edition introduced numerous subfactions of the Harlequins known as Masques. Masques are pretty small compared to most Warhammer subfactions, only consisting of about three squads or Troupes, each lead by a Troupe Master, plus support in the form of vehicles and specialist performers like Death Jesters and Shadowseers. To get an idea for the scale, the novella &amp;quot;The Masque of Vyle&amp;quot; stated that a Masque consisting of two dozen Harlequins was unusually large. The 8th Edition codex retconned this a little by saying that the named Masques were actually &amp;quot;Grand Masques&amp;quot; that contained multiple Masques within them, with each Masque acting as its own autonomous unit and the Midnight Sorrow being said to consist of &amp;quot;many dozens of Masques&amp;quot;. Below is a list of the most well-known Masques.&lt;br /&gt;
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*The Midnight Sorrow: The blue and red ones you see on the box covers. Are the most dedicated to fighting Chaos, and embrace their roles to the point where they lose all trace of their original identities. All their performances are about the dangers of Chaos to the point where the only acts they put on anymore are depictions of the Fall. Helped Eldrad with his ritual to summon Ynnead, and thus became the first Harlequins to support the Ynnari.&lt;br /&gt;
*The Veiled Path: Manipulative bastards, with a history of betrayal so great even other Harlequins don&#039;t trust them. Their most famous member is Sylandri Veilwalker, AKA clown Eldrad, whose schemes have manipulated figures ranging from [[Fabius Bile]] to [[Belisarius Cawl]]. Helped the Ynnari, but also helped Vect who views them as his greatest enemy so who the fuck knows what they&#039;re planning.&lt;br /&gt;
*The Frozen Stars: [[Noblebright|Strongly believes that the Eldar race can be saved and their empire rebuilt]]. [[Grimdark|Also believes all non-Eldar races are vermin who should be killed for the Laughing God&#039;s amusement]].&lt;br /&gt;
*The Dreaming Shadow: Dedicated not to fighting Chaos but the [[Necrons]]. They are known to resent other Harlequins over their disagreement on who the true enemy is, but this sentiment is deliberately exaggerated. Most Harlequins see through this act and hold the Dreaming Shadow in high esteem regardless. &lt;br /&gt;
*The Soaring Spite: Dedicated to telling the tales of Cegorach&#039;s close ally known as the Cosmic Serpent. As such, are known for using a wide array of jetbikes and skimmers, Harlequin vehicles being named after the Cosmic Serpent&#039;s spawn. Are very close to the Craftworld [[Saim-Hann]], supposedly because Saim-Hann&#039;s symbol is the Cosmic Serpent but really because both like to go fast.&lt;br /&gt;
*The Silent Shroud: A incredibly secretive masque that performs in complete silence. Not only do they not say a word, their weapons are muffled by technology and illusion, making battle against them disorientating and unnerving. As such, they specialize in stealth and terror tactics, like the Night Lords except specializing in the &amp;quot;bad LSD trip&amp;quot; form of horror instead of jumpscares and torture porn.&lt;br /&gt;
*The Dance Without End: This Masque specializes in performances that recount the deeds of Cegorach himself, and as such are believed to be the closest to the Laughing God of all his disciples. They were the first Masque to perform the dance representing the Fall of the Eldar. After all of this, they are also &#039;&#039;the&#039;&#039; Masque defending the webway and the Black Library more than any other, and if they dont know a path in the webway, no one does. Despite how this lore makes them sound really fucking important, don&#039;t have rules in 8th edition.&lt;br /&gt;
*The Shattered Mirage: Compared to The Frozen Stars, The Shattered Mirage believe the Eldar are totally fucked, performing dances that are extremely dark and fatalistic. Thanks to their outlook on life, their preferred tactics are to do as much damage as possible, with little regard for their own lives.&lt;br /&gt;
*The Twisted Path: These guys are known for letting their audience members into their plays, only to be spirited away by the Harlequins and never seen again. In battle, they often kidnap both enemies and allies as well as strike in the middle of warzones, sometimes leaving right before victory. They explain their actions with complex riddles and illogical analogies.&lt;br /&gt;
*The Reaper&#039;s Mirth: The most bloodthirsty of Masques, the Harlequins of The Reaper&#039;s Mirth see the battlefield as a canvas for their gory arts. Because of this, they have a larger proportion of Death Jester&#039;s among their ranks. They are known for committing atrocities like the [[Grimdark|Fountain of Crimson Tears, which was so horrible that an entire world had to be exterminatused.]] We can only guess what it was.  Given stuff like that, it&#039;s doubtful the Craftworld or Exodite Eldar want anything to do with them.  I mean, &#039;&#039;fuck&#039;&#039; that&#039;s Khornate if ever there was any.&lt;br /&gt;
&lt;br /&gt;
== The Players ==&lt;br /&gt;
Each Harlequin Masques is made up of a cast of players, that perform the many complex and intricate dances that retell the history, and the many myths of the Eldar species, each performances is led by a troupe master. These Harlequins make up the bulk of each Masque, supported by the Skyweavers, Voidweavers and Starweavers they make up the supporting cast, that without which, no performance could happen. &lt;br /&gt;
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Shadowseers and Death Jesters take up prominent positions within each Masque but they still take up the role of secondary characters behind the Star Performers, who play the roles of the most important characters in Eldar History.  At most the Shadowseer will represent or personify fate while the Death Jester does the same for death.   Each of the Eldar Pantheon has a dedicated Eldar taking up their place within the performance, though only two have been revealed so far:&lt;br /&gt;
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* The [[Solitaire]] - who takes up the role of [[Slaanesh]]. Literally anyone else who attempts the role will go insane, and Solitaires typically do not stay with a particular troop permanently.&lt;br /&gt;
* The so called Harlequin King- Who take up the role of [[Cegorach]], the Laughing God itself; who even [[Lelith Hesperax]] doubts she could best.  In lieu of the Harlequin King, a Troupe Master represents the Laughing God.  &lt;br /&gt;
* Although not named, a new player has entered into the performance- who takes up the role of [[Ynnead]]. &lt;br /&gt;
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If GW ever wanted to expand the range on the table top, they could easily turn the Harlequins into a small elite army of powerful Characters, supported by the weaker regular players; who doesn&#039;t want too see the Harlequin version of Khaine or Isha?&lt;br /&gt;
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== We&#039;re Our Own Army Now ==&lt;br /&gt;
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7th edition saw Harlequins get to be their own Faction, with new models for all members of the troupe, plus new models and rules for the Solitaire and a new Eldar jetbike, the Skyweaver. There are also two new vehicles, the Starweaver (a transport) and the Voidweaver. In addition, Shadowseers got their own Psychic Discipline, Phantasmancy. Harlequins survived into 8th and became all sorts of more killy and speedy, and get to freely mingle with their Dark and Craftworld cousins thanks to sharing the Aeldari keyword. Let the show go on!&lt;br /&gt;
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Now with our own [[Harlequin Masque Creation Tables|faction creation tables.]]&lt;br /&gt;
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== See Also ==&lt;br /&gt;
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*[[Harlequin Masque Creation Tables]]&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Eldar Harlequins (9E)|Tactics on how to play them.]]&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Harlequins]]&lt;br /&gt;
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{{Harlequin}}&lt;br /&gt;
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{{Eldar-Forces}}&lt;br /&gt;
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{{WH40k-Factions}}&lt;/div&gt;</summary>
		<author><name>2001:8003:2385:EF00:35EA:8438:EC39:E97C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Wulfrik_the_Wanderer&amp;diff=568503</id>
		<title>Wulfrik the Wanderer</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Wulfrik_the_Wanderer&amp;diff=568503"/>
		<updated>2020-12-26T13:46:38Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:2385:EF00:35EA:8438:EC39:E97C: /* The Eternal Executioner of the Dark Gods */&lt;/p&gt;
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&lt;div&gt;[[File:Download_(1).jpg|500px|right|thumb|&#039;&#039;We fought monsters, and we become them...&#039;&#039;]]&lt;br /&gt;
{{Topquote|Face me if you dare, stunted whelp, or do you lack even an Elven maid&#039;s courage? I thought the Sons of Grungni were great warriors, but perhaps you are no true Dwarf. Indeed, maybe you are instead some breed of bearded goblin, though in truth, I have seen a finer beard on a Troll&#039;s back-side.|Wulfrik, roasting some stuntie welp so hard it literally set their beard on fire.}}&lt;br /&gt;
{{Topquote|You favour birds, Zarnath? Since you like birds so much, traitor, I will make you one.|Wulfrik, about to rape Zarnath with the torture death of Blood Raven}}&lt;br /&gt;
{{Topquote|We seek the monsters that you fear the most. We chase the nightmares that haunt your cowardly dreams. The deadlier the prey, the more we exult in the hunt! The more we honour our Gods! This harsh land breeds the savage; and we revel in it. The Old World calls, ripe for our taking. We fought monsters, and we became them|Wulfrik, during the trailer for the Norsca faction of [[Total War: WARHAMMER]]}}&lt;br /&gt;
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Wulfrik the Wanderer, also known as the Eternal Challenger, the Inescapable One and the World Walker, is the ultimate sea-faring warrior as well as the Chaos Gods&#039; most favorite and deadly executioner. &lt;br /&gt;
He was cursed some time ago to forever kill scary beasts or champions of distant lands by the chaos gods for being too damn yappy after a long night of drinking with the lads. The curse stated that, should he fail or fall in battle, his soul would be damned forever to be viciously ravaged by Slaaneshi daemons, unable to enter the halls of Khorne.&lt;br /&gt;
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In addition to being a warrior of immense skill, he is also a roast-master, able to burn the unholy &#039;&#039;&#039;&#039;FUCK&#039;&#039;&#039;&#039; out of anyone in the Warhammer world. His curse grants him the ability to speak and understood Khazalid, Eltharin, Queekish, Reikspiel, and even forgotten language like ancient Nehekharan, or untranslatable brute language gowl used by beasts like Yeti, with the fluency of a born native, making it much easier for him to roast their sorry asses charcoal black, forces his opponents in a state of blind rage that they disregarded all of their advantageous tools of war (their comrades, range/black powder weaponry, magic, etc...) and just charge into Wulfrik while leaving themselves open to any attacks.&lt;br /&gt;
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He is not to be confused with a similar character who also has the same red hair, a massive sword and the ability to pull a long 1 minute insult from [[Samurai Jack]].&lt;br /&gt;
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It is a shame that he did not duel [[Gotrek &amp;amp; Felix|Gotrek]] or feature in any of their novels, despite the fact that both kill monsters and champions on weekly basis.&lt;br /&gt;
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It is also a shame that he never fought [[Nakai the Wanderer]] on any occasion since both shared the same nickname.&lt;br /&gt;
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==The [[Gotrek &amp;amp; Felix|Gotrek]] of the Dark Gods==&lt;br /&gt;
Wulfrik was born into the Norscan clan of Sarl, bearing the mark of chaos upon his birth. He would grow to become a skilled, if somewhat arrogant warrior. After a particularly glorious victory from a battle known as the &amp;quot;Battle of Thousand Skulls&amp;quot; (the prizes of which were the hand of a beautiful princess and the crown of chieftain), Wulfrik attended a celebration held in honor of his clan&#039;s victory over their enemies, known as the Aeslings. Wulfrik, after having chugged eight barrels of mead and probably a few shots of Jägermeister, declared loud and for all to hear that he and he alone could best every warrior in the world, because he was the greatest and even the gods (big fucking mistake bruh) couldn’t train a better warrior. [[Nurgle]] ran off to cry, [[Slaanesh]] whacked off (as usual) and [[Khorne]] flew into a rage (as usual). [[Tzeentch]], on the other hand... hatched a plan... (as usual).&lt;br /&gt;
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Insulted beyond compare, the chaos gods sent an emissary to Wulfrik as he lay sleeping. The daemon emissary came to Wulfrik&#039;s dream and carried him into the warp before proceeding to give him a tour of the world from the “[[warp|heavens]]” above. They visited the realms of the elves, and the dark domains of the [[skaven]]. They went to the woodland realms of the wood elves, the strongholds of the dwarves, the quite dead halls of Nagashizzar and the gleaming cities of the empire and everywhere they went would drown in a great tide of blood. The daemon then informed Wulfrik that the gods (in their infinite dickishness) had decided to impose upon his arrogant ass a divine mission, the terms of which state that he is to wander the world and claim the skulls of dreadful monsters and powerful champions. If he succeeds, he will be counted as an honored servant of the gods. If he fails (read, dies) well... [[Slaanesh]] gets to decide what happens then.&lt;br /&gt;
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Wulfrik woke up the next morning with a crippling hangover and more importantly, “the gift of tongues.” This &amp;quot;gift&amp;quot; manifested itself as a mutation that twisted his tongue into the shape of a bird&#039;s and made it so that he could speak foreign languages as if he’d been born to each as well as understood foreign tongue when he listen by focusing his mind. A side effect is that he may shout random insults at people at completely inopportune times (no doubt Tzeentch was pissing himself after he came up with that one). Another “gift” was that he could now hear the gods in his head. From their whisper, they implore Wulfrik to go out and defeat a Tomb King named Khareops and offer up his rotten entrails to Nurgle. The voices began driving Wulfrik mad and so, between searching for a cure to his “gifts” and being a badass, he started searching for some way to get to Khemri.&lt;br /&gt;
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Understood that the hot climate in the Southlands was no joke (most Norscans just don’t like it because it’s hot... and because everyone’s favorite desert daddy fucking pwned them the last time they landed, [[Settra the Imperishable #Return|see Settra&#039;s crown thief.]]) He learned from his trusted mentor Sigvtar that there is a certain powerful magical ship that can transport anyone anywhere in an instant (or close enough) and it was held and crafted by a Skaeling witch Baga Yar in a mighty stronghold. Wulfrik uses pretty much all of his life savings buying an army to lay siege to this fucking thing, and after he finally manages to get inside, he hacks the witch to pieces out of sheer spite. The witch doesn’t die (TIS BUT A FLESH WOUND) so he drops her old ass in a pot to boil to death while he goes down to claim his new ride. With ship, sword, bird tongue shaped tongue and a bloodthirsty crew, Wulfrik sets out in his journey of slaughtering anything with red blood, a pulse or is [[undead|able to move]]. Seriously, Giants, abominations, undead beasts, famous champions and noble heroes. Fucking *no one* is safe.&lt;br /&gt;
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===Treachery===&lt;br /&gt;
Despite the fame coming from his various deeds completed for the gods, Wulfrik find no enjoyment, for he only wish to rule his clan and wed the chieftain&#039;s daughter Hjordis, a well known beautiful blondie with an arse everyone wants to bang. Logically, his wishes should&#039;ve been granted for slaying Torgald, but the chieftain Viglundr, a devout follower and chosen of Tzeentch (he has the mark of Tzeentch on his heart) rejects it due to the sudden curse Wulfrik received (or so whatever bullshit a Tzeentch follower could spew). Viglundr believes a man who is cursed by the gods to hunt their preys for eternity is too busy to rule and adore his daughter that he would rather have Sveinbjorn, his son-in-law and an Aesling prince to received that privilege, also another way to forge a new alliance with the Aeslings (the same tribe Wulfrik pwned the night he received his “gifts”) as part of his scheme.&lt;br /&gt;
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At some point during his adventure, Wulfrik meets Zarnath of Tokmars, a Kurgan shaman. He claimed that he knew a way to remove the gods &amp;quot;gifts&amp;quot;, but he would only do so if noble and oh so heroic Wulfrik could do a quick RPG fetch quest and get a certain artefact called the &amp;quot;Smile of Sardiss&amp;quot; from the infamous [[Chaos Dwarves]] for him. Wulfrik did just that, flew his ship to the dark land (a barren wasteland with little water source and is impossible to travel through sea and river mind you) with his companion, risking their lives being shot at by a fuck tons of chaos stunties armed with Blundbuss (shotgun), hacked through uncountable amount of hobo goblins sentinels, killed a bull lord (after it let its guards down while being enraged by Wulftik&#039;s insults) and battling the chaos stunties&#039; foul machinery (it was a chaos dwarf lord armed with power armor and flamethrower, but Wulfrik managed to burn him alive with his own weapon). The fight was intense that Zarnath had to help with his magic, but is no different than surviving daily battles in Norsca and Wulfrik triumph like the fucking beast he is. He gets the artifact at the cost of his dear friend Sigvatr, one of the few people he actually cared about in this war torn world, yet he died to the blades of two traitor comrades beside him. The fight also killed Zarnath except he&#039;s shown up again back on the ship because magic.&lt;br /&gt;
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In the mean time however, Viglundr&#039;s scheme with the Aesling alliance isn&#039;t going well since Wulfrik is the one that killed the Aesling king and the relationship between the clans is a bit tattered even with their new chieftain, Sveinbjorn, and it will remain that way so long as Wulfrik lives. Viglundr decides then that the red haired badass must take a snowy dirt nap if his dreams of power and prestige are to have any chance of coming true.&lt;br /&gt;
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As soon as Wulfrik and Co. returned, Wulfrik was welcomed with the news of his lovely princess&#039;s marriage to prince Sveinbjorn. The prospect of being cucked by Sveinbjorn angered Wulfrik to no end and led him to challenging Sveinbjorn to a duel. Going along with the flow, Sveinbjorn was ordered by his father to put Wulfrik’s little victory streak to an end. They would settle their score in the Wolf Forest, an private arena owned by Wulfrik (often he used that place for many things: recruitment, celebrations and duels) where they would do glorious battle in the name of the gods. However, to Wulfrik&#039;s surprise, the combatant wasn&#039;t Sveinbjorn, but rather a huge (about as tall as a troll), bloated chaos champion that Sveinbjorn’s daddy had hired. Note that the champion was a famous Aeslings hero known throughout the Norsca by the name Fraener, whom the gods has abandoned and its now but a Forsaken. Thanks to his own huge [[Plot Armor|balls of titanium]], Wulfrik beat the champion to sludge in a battle (even with the champion&#039;s [[Chaos Spawn|transformation]] midway into the battle, Wulfrik fought savagely and pounded the abomination down below the spike-filled arena pit), thus earning the respect of several hundred warriors and increasing the size of his horde significantly.&lt;br /&gt;
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Having had their plan fail like a typical [[Abbadon|Saturday morning]] [[Nagash|Cartoon Villian]], Viglundr decided to have Sveinbjorn bribe one of Wulfrik&#039;s men, Broendulf, into betraying him. As for the second part of Zarnath&#039;s quest, he told Wulfrik and his gang to go to Ulthuan (also known as Alfheim in Norscan, nice Norse myth reference there Gee-dubs) in order to obtain the cure for Wulfrik&#039;s curse gift by having the magic of that place absorbed into the artefact he got before. Turns out, Zarnath is a treacherous asshole who had been plotting Wulfrik&#039;s demise from the beginning, meaning the quest to obtain chaos dwarves&#039; artefact was naught but an excuse to get Wulfrik killed. After the gang landed on Cothique, climbed its cliff shore and traveled down its prairie. There, the sorcerer fooled Wulfrik and his merry band of merry savages into killing a group of elven maidens praying at a shrine, telling them that they were vile witches preparing to unleash havoc on the Norscans with foul elven magic. Turns out, they were the wives of elven nobles, praying for fertility and healthy babies if they were already pregnant (oh boy Khorne&#039;s gonna be pissed, slaughter of the weak? Big no no. Tiny skulls do make good necklaces tho, but Khaine? He should be the one killing these elf feotuses!)&lt;br /&gt;
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Zarnath then revealed his true nature, presumably twirling a cartoonish mustache, before disappearing into a cloud of smoke (because it was but his magic hologram which he controlled from Norsca), alerting nearly every warrior on the bloody continent of Ulthuan while doing it. The Elves and Wulfrik&#039;s gang then had a massive battle that caused Khorne to violently ejaculate molten brass all over the place (Slaanesh was indeed pleased, before you ask). Although the elves outnumbered the gang with high numbers of Silver Helms and Elven bowman, the Norscan gang fought to the very end, especially Wulfrik, who was fairly lucky the whole time (The Smile of Sardiss he bought contained some kind of demon that kept away Elf phantom that tried to rot them) and so biblically pissed off at the betrayal that he injured a great pale Merwyrm while fighting his way back to the sea. Still, the battle ended up killing everyone involved except Wulfrik and Broendulf and destroyed the Seafang, Wulfriks kickass magic Viking boat, leaving only the figurehead which was, conveniently, the only part that mattered as it held all the magic in it. The two warriors escaped using just Seafang&#039;s figurehead, strapped to the front of an Elven galley. &lt;br /&gt;
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While trespassing the warp in a similar fashion related to 40k, Broendulf confessed to Wulfrik about Viglundr&#039;s plotting against him as well as his part of the plan. Hilariously, the reason for Broendulf&#039;s betrayal is so he could have Hjordis for himself since Sveinbjorn himself claimed to him that he has [[FATAL|erectile dysfunction]] and is not interested in the princess the slightest. The statement was later rebuked by Wulfrik by him calling him twice the fool for believing them and said that [[derp|most of the tribesman were actually Sveinbjorn&#039;s bastard sons, as well as those of the nearby tribe]]. Whatever the misunderstanding, Broendulf was unable to turn on Wulfrik who had saved his life so many times during the battle. Despite his part in the treachery, Wulfrik partnered up with Broendulf, with Broendulf vowing to remain by Wulfrik&#039;s side until their enemies had been dealt with.&lt;br /&gt;
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===Vengeance===&lt;br /&gt;
The two later found themselves in Reikland, near the Empire city of Wisborg. After killing some weak soulthing riverwarden and soldiers, Wulfrik came to a conclusion that Zarnath is but a Southling wizard since it was him that willed the ship to fly to where Zarnath lives, and yet the ships carries them to a Southling city. Planning to exact his vengeance on this traitorous Southling dog, Wulfrik traveled back to Norsca and his clan to muster himself up a massive army. To do that, he went for the higher-ups (also known as Viglundr and Sveinbjorn). Broendulf had to stay at the Southling city to watch for Zarnath&#039;s movement.&lt;br /&gt;
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As he slaughtered his way into the tower where Sveinbjorn&#039;s quarter located, Wulfrik in all his anger caught Sveinbjorn and Hjordis naked in the bed. Apparently, after done tricked Wulfrik and his gang, Zarnath told everyone in the tribe about Wulfrik&#039;s death (or he thought) then said he is going back to his homeland far north (or scramble back to the further south where he and the weak Southling lives). Wulfrik angrily bitch slapped the ever loving shit out Sveinbjorn for trying to have someone kill him rather the trying to do it himself, before continuing to bitchslap him Deadpool style (HE LOVES ME. HE LOVES ME NOT.). He also scolded Hjordis for being a cheating slut for immediately sleep with another man shortly after his demise. The memory of Zarnath&#039;s treason and Sigvatr&#039;s death makes him all the more angry as he pounded Sveinbjorn even harder. The beating stops when Viglundr showed up. Not wanting the Aesling to attack due to the death of their puppet lord, Viglundr beseeches Wulfrik to spare Sveinbjorn’s cowardly ass, offering him the support he required to muster enough troops to siege the city (even offer Hjordis to him, except she is but &amp;quot;damaged good&amp;quot; to Wulfrik now), but only if Wulfrik abandoned any lord status in the clan and vowed never to try at claiming the crown again. Wulfrik did just that, abandoning his desire for power and embracing his new role as the Gods Executioner. He then repaired the Seafang with wood from an ancient and dangerous troll tree monster (most likely a chaotic brother to the [[Athel Loren|oak of ages]]) living in the Norscan tundra and prepared his troops to attack the Empire city. &lt;br /&gt;
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It turns out Zarnath was but an imperial named Ludwig Stossel of the Celestial Order. The real reason why Zarnath tried to kill Wulfrik was because he had foresaw his death at Wulfrik’s hands from his crystal orb. He tried to prevent it by killing Wulfrik early on but failed, and he can&#039;t killed him directly because he knew Wulfrik&#039;s curse would transfer to him. Perhaps if Zarnath hadn&#039;t given the man who he had foreseen to kill him a reason to want him dead, he would have lived longer, oh well. &lt;br /&gt;
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Either way, Ludwig was doomed from the start anyway since it was Tzeentch who had request Wulfrik in a dream to retrieve the &amp;quot;last breathe&amp;quot; of a town. That last breathe actually belongs to the wizard, except Wulfrik didn&#039;t knew back then, nor did Tzeentch revealed the bounty&#039;s name (the god of change sure likes complicate riddles) and it was way before Wulfrik had met Zarnath. &lt;br /&gt;
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In the siege of Wisborg, Wulfrik defeated a powerful warrior priest ([[troll|whom Wulfrik insulted by comparing the twin-tailed comet symbol to that of Slaanesh, mocking he has seen similar hammer from his father which he assume he got from the priest&#039;s father, and that his hammer is but kitchen tool used to tenderize pork]]), the baron of Wisborg (whom Wulfrik make him fall from his horse and stabbed him), the baron&#039;s wife (whom was used as part of insult for Wulfrik to force the baron&#039;s army out of the gate, claiming he [[troll|only came to see his &amp;quot;wife and children&amp;quot;]]), and then ordered the entire city stripped of its valuables... Norscan style (translation:they looted and pillaged the FUCK out of it and maybe raised a few idols of their dark gods and all). &lt;br /&gt;
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Broendulf was later found in a torture cage with his two eyes dug out during torture (he was caught because of a tarvan brawl where he injured no less than 7 people, 2 Morr priests and 5 healers, while posing as a Middenlander). Despite the pact he had made with Broendulf, Wulfrik thought of it as hollow mockery like the dreams his gods shown to him, something that is not worth winning. Despite Broendulf&#039;s constant demands to die fighting in his own chaotic blindness, Wulfrik did not gave him an honorable battle, but a stab in the brain while mocking him as a Southling in front of his helmsman friend like they&#039;ve never met before.&lt;br /&gt;
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Zarnath, or Ludwig by this point was hiding in the last safe place in the town: the castle&#039;s tower where his laboratory reside. He was in fact having guilt trip. He regretted the death of many innocents that died in the town and the Elves that were killed on Clothique (but not the Chaos Dwarf or the Norscans because chaos is bad, but he has no right to judge since he is even &#039;&#039;&#039;WORSE&#039;&#039;&#039;). In an last act to redeem himself, he decided kill Wulfrik with every means necessary. He resort to dark magic where it gives him enough energy to power a statue, an automaton he made based on the designs of the Tomb King&#039;s Ushabti. Now that he had tainted his soul with dark magic, even if he were to survive, he would either be hunted down by witch hunters or vigilant agents from his own order (the dark gods gets to have his soul all the same). Ludwig is. In. Every. Possible. Way. &#039;&#039;&#039;FUCKED&#039;&#039;&#039;. &lt;br /&gt;
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In the final confrontation with the wizard, Wulfrik fought his Ushabti on a spiral stairway leading to his lab. Ushabti&#039;s material body shows strong resistance to Wulfrik&#039;s blade as well as its gigantic blades that are capable of cutting down many Norsii warriors like butters. The tide turned when he notice a [[Tzeentch|black bird cawing at a flask on the floor]]. The flask&#039;s leaking floor melting content and it&#039;s smell is nostalgic enough for Norscans like Wulfrik to realized it is troll vomit that he threw the damn thing at the Ushabti, melting its inner component and thus shutting it down.&lt;br /&gt;
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For Ludwig&#039;s treason, he is subjugated to one of the most torturous deaths imaginable... the Blood Eagle, a popular [[Khorne|Khornate]] sacrifice ritual ([https://en.wikipedia.org/wiki/Blood_eagle as well as a reference to the alleged viking sacrificial ritual - but let&#039;s pretend it&#039;s real]) done only by the Norsii to their most hated enemies. [[grimdark|The performer must cut open and dig out their victim&#039;s lungs while they are still alive, then place both lungs over their shoulders to give the appearance of blood soaked wings, hence the name “blood raven”]]. With Ludwig letting go of his last dying breathe, the bounty was fulfilled. [[Just as Planned|Tzeentch is pleased]].&lt;br /&gt;
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With the death of Ludwig &amp;quot;Zarnath&amp;quot; Stossel and Broendulf, Sveinbjorn was next. Sveinbjorn, being a treachery scum like his father had already schemed a betrayal of Seafang takeover by smuggled more than dozen of his man onto the ship and bribed the crewman to hoard all the loot onto the Seafang, thought he could escape with all the loot. Wulfrik of course saw through the snake&#039;s scheme and out bribed Sveinbjorn. He promised his crewman with every bit of Sveinbjorn&#039;s possessions, coin, beer, his hold and his thrall if they&#039;ve captured him, whereas Sveinbjorn only promised a quarter of the loot from the raid.&lt;br /&gt;
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Wulfrik then proceed to humiliate Sveinbjorn by striping him naked, having his armies long ship flying Sveinbjorn&#039;s flag. Wulfrik had plans to damning Sveinbjorn&#039;s honor to all eternity. To do that, he first released the warrior priest that was defeated and captured from earlier. The priest is then mounted on Sveinbjorn&#039;s steed to deliver Wulfrik&#039;s message to the Emperor, which the priest was willing with a vengeful intent to see the Norscan&#039;s destruction. Once the Emperor has noticed, he will send his fleet at the Norscan&#039;s. Just before Seafang&#039;s about to use its warp teleportation, sending him and his allies fleet back home, Wulfrik will cut the chain, have his allies not only stranded at Southling&#039;s land but also made them a target to the Southling&#039;s fleet sent by their Emperor. Since the Seafang flies Sveinbjorn&#039;s banner, both the Southlings and the Norscan allies will knew it was Sveinbjorn&#039;s fault. Once the Norscans got back, they will tell everyone that Sveinbjorn had betrayed them to the Southlings, thus began a Saga about a traitor worst than Dletch Ogrefeeder! (Note: Dletch is known for allowing an Ogre tribe called the Blackgut in his chaos host and offer his warriors as meal for the ogres 1 men per ogre everyday as payment). Sveinbjorn of course was horrified by the humiliation that is coming to him and begged Wulfrik for mercy. Too late bitch!&lt;br /&gt;
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Wulfrik then shoved a poisonous snake down to Sveinbjorn&#039;s belly, promised him he will sent his body back to his father&#039;s hall with a name called [[troll|&amp;quot;Sveinbjorn Snakebelly&amp;quot;]].&lt;br /&gt;
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After that, Wulfrik returned to Viglundr with news of his son&#039;s passing and misbehaving. With Aesling&#039;s chief dead and the hope of peace destroyed as well as having the betrayed Norscans from the raid on his tail, Viglundr could only sit there in his throne and weep softly as Wulfrik turned and left the hall of the Sarls, knowing as he did that, though Wulfrik never raised his sword, he had killed the entire tribe.&lt;br /&gt;
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===The Eternal Executioner of the Dark Gods===&lt;br /&gt;
In the end, Wulfrik realized that his curse was more of a blessing then he gave it credit for, a true gift from the gods. Without the power of the Seafang, he could not have appeased the gods by collecting the skulls and hearts of their enemies. Without his fame as the Worldwalker, he could not have gained the loyalty of his men, and Without the lies of Zarnath, Viglundr, and Sveinbjorn, the pieces would never have come together. The Gods had ultimately helped him exact vengeance and gain glory, if in a really dickish and convoluted way. &lt;br /&gt;
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Wulfrik then offered what&#039;s remained of Hjordis, who he had killed and put into a bag. &lt;br /&gt;
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First, her pale face skin for Khorne, a face he would kissed. &lt;br /&gt;
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Second, her heart for Slaanesh, which he would&#039;ve cherished. &lt;br /&gt;
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Third, her belly for Nurgle, which would&#039;ve held his sons and daughters when pregnant. &lt;br /&gt;
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Then finally her golden hair to Tzeentch, the last hope of his love.&lt;br /&gt;
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With his faith restored, his old tribe gone, his enemies slain, his forces replenished and his unfaithful lover screaming in the hands of the gods, Wulfrik set out on his quest once more, embracing his destiny as the Wanderer.&lt;br /&gt;
&lt;br /&gt;
==The End times==&lt;br /&gt;
According to Josh Reynolds, Wulfrik was first seen with his flying ship in Ind. The gods probably told him to offer the skulls of the thousand gods, fitting for an executioner like him. Other champions like Galrauch, Arbaal and Dechala were there as well.&lt;br /&gt;
&lt;br /&gt;
After that, his super convenient ship carried him back to the siege of Middenland where Archaon&#039;s army resided. He got bored waiting for Valten so he decided to duel Valnir to pass the time (What a great guy). When Valten got there, Wulfrik was still dueling and Sigvald was bitching at Valten on how he deserved to fight the real Sigmar (what a prick). As soon as Sigvald finished and left, Wulfrik just happened to finish off Valnir, and went straight for Valten. It is said that Wulfrik put up the strongest fight out of anyone against Valten (aside from Archaon) but he still got a decent helping of sacred warhammer straight to the face. Wulfrik, with his dying breath said to Valten &amp;quot;gg&amp;quot; before his soul was torn from his body to be tortured by the demons of the warp forever for failing in his impossibly difficult task. The dark gods might resurrect him in the Age of Sigmar, but one can only guess, and hope that one day, the wanderer will wander his way back.&lt;br /&gt;
==On the tabletop==&lt;br /&gt;
Wulfric is an incredibly powerful unit in the tabletop. He has 8 weapon skill, 5 strength, 4 toughness, and 2 wounds. This is nothing too incredible (besides his overwhelming strength) and since he is a bit flimsy he could potentially get taken out by a stray arrow or two. However, the thing that really makes him terrifying is his Gift of Tongues special ability. This ability allows him to challenge any unit in the opponent&#039;s army to battle, and guess what? Your opponent can&#039;t say no. See a flimsy general? Dead. Irritating caster? Dead. Keystone model, like a Packmaster? Dead. [[THIN YOUR PAINTS|Paint job so horrible]] you can&#039;t help but [[rage]] at it? Ziggity Zed, they&#039;re FUCKING DEAD.&lt;br /&gt;
&lt;br /&gt;
==Total War: WARHAMMER==&lt;br /&gt;
He was a DLC lord, serving as the faction leader of Norsca (later changed into World Walkers in the Potion of Speed update) in an original Chaos sub-faction as the last DLC for the 1st game. The difference between the tabletop is that he is now able to ride a mammoth and summon his magic boat in battle to wreck Empire fools in a straight line (on the tabletop, Seafang is a special rule that allow Wulfrik and his marauders to ambush their enemies using their magic ship). While his Gift of Tongues ability is missing due to the absence of duel challenge system, he does have another ability from the tabletop called the &amp;quot;Hunter of Champions&amp;quot;, which is an extremely powerful debuff that decreases the armor, melee defense and the speed of an opponent, as if Wulfrik is hexing them like a wizard instead of challenging them since it also benefits other units into attacking said weakened character.&lt;br /&gt;
&lt;br /&gt;
==gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Wulfrik the wanderer.png|NEED MORE SKULL FOR THE DARK GODS!!!!!ESPECIALLY KHORNE!!!! (And he&#039;s not even a Khornate)&lt;br /&gt;
File:Wulfrik ttw.jpg|prepare your anus old world mortals!&lt;br /&gt;
File:Wulfrik_Gif.jpg.gif|BEYOND YOUR COMPREHENSION!!!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Chaos-Champions}}&lt;/div&gt;</summary>
		<author><name>2001:8003:2385:EF00:35EA:8438:EC39:E97C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Sigvald&amp;diff=426489</id>
		<title>Sigvald</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sigvald&amp;diff=426489"/>
		<updated>2020-12-26T13:30:54Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:2385:EF00:35EA:8438:EC39:E97C: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:SIGVALD.jpg|450px|thumb|Don&#039;t be fooled by the nice appearance - this guy is pure evil, and a colossal asshole.]]&lt;br /&gt;
{{topquote|The definition of the true savage does not concern itself even with how much more he hurts strangers or captives than do the other tribes of men. The definition of the true savage is that he laughs when he hurts you; and howls when you hurt him.|G. K. Chesterton}}&lt;br /&gt;
{{topquote|[[Tl;dr|Sickly, sinful, spectacles stand, shuffle, shamble and saunter shamelessly in mine scandalized sight! I suggest a solution... Surely such sedition should sour and succumb to Sigvald - the salacious, scandalous and sensational servant of Slaanesh! Son of Succubi, scion of sordid acts and slayer of squalid serfs!&amp;lt;br&amp;gt;See how I stroll, stride, swagger and swirl, spin, and slash and stab at stupid, senseless scum! Soon they shall swoon, shall seek solace and death from sundry and torments wrought on them by my strategic, severing, scintillating shower of shimmering strikes!&amp;lt;br&amp;gt;Send for the sword - summon Sliverslash!]]|Sigvald the Magnificent, alliterating like a boss during [[Total War: WARHAMMER|the Sliverslash quest battle]]}}&lt;br /&gt;
&lt;br /&gt;
Imagine [[A Song of Ice and Fire|Joffrey Baratheon]] growing up, and gaining the favor of the god(dess) of being a colossal narcissistic asshole FOR being a colossal narcissistic asshole, along with getting demigod powers and an army of sick fucks. That&#039;s who&#039;s the Sigvald is. [https://www.youtube.com/watch?v=kVE-mncKFsA He&#039;s also a pithy wordsmith.] (Magnifissscchent!)&lt;br /&gt;
&lt;br /&gt;
Sigvald was born from an incestuous relationship between a powerful warlord and his sister. Sigvald was beautiful from birth, save for a horned birthmark on the back of his neck.  He grew into a strong, skilled warrior who was spoiled by his father until expelled from his tribe by his father due to Sigvald&#039;s [[Flesh_Eaters|cannibalism... ahem, &amp;quot;fondness for human flesh&amp;quot;]].  Sigvald proceeded to murder his father in his sleep and departed for the [[Chaos Wastes]], earning [[Slaanesh]] as his patron the next day. Soon Sigvald marched at the head of an army devoted to himself, eradicating anything he deems to be ugly, crude or irritating. &lt;br /&gt;
&lt;br /&gt;
Sigvald has burned down cities on a whim; he destroyed the Bretonnian town of Chamburg because he once got a bottle of wine from there that he didn&#039;t like. Other exploits include declaring war on a province of the Empire because he broke a nail on a warrior priest&#039;s armor during a previous battle, and heading to Ulthuan to scalp as many High Elves as he could because they were more renowned for nice hair than Sigvald was. &lt;br /&gt;
&lt;br /&gt;
He is spoiled by Slaanesh and is extremely self-centered: in addition to the above, his body-guards bear mirrored shields so that he may preen himself or admire his reflection in the midst of battle. His gifts from Slaanesh have left him beautiful on the outside, but rotten inside. The ground literally reshapes itself for him and his feet float an inch above the world&#039;s surface. He wears an armor of ensorcelled gold that never rusts or gets dirty and fights with Sliverslash: a rapier of silver forged from the sword of Slaanesh.&lt;br /&gt;
&lt;br /&gt;
He appears a few times in the end times, first ravaging [[Kislev]]. After this he makes his way to Bretonnia where he heads the siege of Parravon. His forces overwhelm the Grail Knights and forcing Gilles to retreat, but not before he kills Sigvald&#039;s right hand man. Chaos Joffrey then goes on to take a break from fighting and turns Parravon into his own personal paradise, feasting on the finest flesh Bretonnia has to offer. Much to his dismay, the Chaos Gods pick him up and put him in Middenheim, where he is one of the few chaos champions worth a name still living. He throws a hissy fit about not having his mirror eunuchs, and offers [[Mannfred von Carstein|Mannfred]] a spot as a replacement. He was one of the warriors tasked with killing [[Valten]] before he reached [[Archaon]], alongside [[Valnir]] and [[Wulfrik the Wanderer|Wulfrik]], but lounges on the stairs preening himself while the other 2 duel. He makes an excuse that he doesn&#039;t want to fight Valten because he deserves to fight the real Sigmar, and prances off to parts unknown.  &lt;br /&gt;
&lt;br /&gt;
He is still alive during the final battle, leading forces of [[daemonette|daemonettes]] against [[Nagash]]&#039;s army. Archaon had ordered him to fight alongside the troll king [[Throgg]], a prospect that horrified Sigvald due to Throgg&#039;s hideous appearance (with Throgg teasing Sigvald over his foppishness and squeamishness). So he tried to kill Throgg and split their forces up. Sigvald fought [[Krell]] in a badass battle, and was doing badly at first since Krell is stronger (despite Sigvald being S5 while Krell is S4, though Krell&#039;s axe gives him +2S, never mind) and more durable. Then Krell cut his pretty face and broke his sword. Sigvald saw his reflection with the one eye Krell didn&#039;t ruin and went absolutely berserk, beating Krell down with his bare fists and mangling his perfect hands in the process. After stabbing Krell through the eye with the remains of his sword and killing him, Sigvald&#039;s rage was spent. In that moment of clarity Sigvald saw in his mirrored shield that his face was ripped to shreds and his hands were mangled to the point where he couldn&#039;t use a weapon (though Sigvald&#039;s armor meant that his injuries would heal, all Sigvald cared about was that at the present moment he wasn&#039;t pretty) &lt;br /&gt;
&lt;br /&gt;
While Sigvald sat next to Krell crying over his temporarily ruined beauty, Throgg the Evertrollsen approached. He had survived Sigvald&#039;s attempt on his life and wasn&#039;t happy. Throgg bashed Sigvald&#039;s skull in then lifted his loincloth and urinated on Sigvald&#039;s corpse.  Thus Sigvald&#039;s final moment in the End Times was [https://www.youtube.com/watch?v=lsWndfzuOc4&amp;amp;ab_channel=JordanBPeterson a well-dressed professional who got blindsided and pissed on by a smelly troll]...&lt;br /&gt;
&lt;br /&gt;
==Age of Sigmar==&lt;br /&gt;
[[File:Horny.png|400px|thumb|Just when you thought he couldn&#039;t get more horny.]]&lt;br /&gt;
&lt;br /&gt;
He&#039;s back and even hornier than before! Evidently Slaanesh has missed our favorite Fabio look-alike and decided to elevate him into  a full-fledged [[Daemon Prince]].  Seems like Sigvald got the last laugh over the Troll King in the end.  He is coming alongside a bunch of new mortal Champions of Slaanesh in Age of Sigmar, this itself being the repercussions of [[Morathi]] weakening the seals on the Dark Prince enough to make make them no longer a non-factor in the Great Game.&lt;br /&gt;
&lt;br /&gt;
After the End Times, Sigvald’s fractured soul was shoved into a shadeglass mirror by Nagash, who also cursed it to reflect an idealized version of the viewer so Sigvald would (literally) never be seen again... all as petty revenge for destroying Krell.  Said mirror was then flung into a city called Shadespire, which was further flung into its own pocket dimension for unrelated reasons (see [[Warhammer Underworlds]])...but Nagash wasn’t looking where he was throwing and yeeted the prison into Uhl-Gysh, another prison made by the Aelf gods for Slaanesh himself.  Being so close to his patron allowed Sigvald to regain some awareness and power over his broken soul, just enough for him to convince some duardin privateers to steal the mirror, which ended up in the claws of fellow Slaaneshi worshippers. Sigvald was then freed, fully reborn as a daemon prince and is now gathering his hordes in preparation for the Dark Prince’s return, while also likely slaughtering every troggoth he comes across.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Sigald Total War.jpg| I am Sigvald, the Scion of Slaanesh.&lt;br /&gt;
File:Sigvald 8ª.png| KILL ALL PLEBEIANS!! I AM BEATIFUL AND THEY ARE NOT!!!&lt;br /&gt;
File:Sigvald vs Krell.png| ME KRELL CRUSH WEAK PINK SISSY WITH MY AXE!!! &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Chaos-Champions}}&lt;br /&gt;
{{Daemons-Characters}}&lt;/div&gt;</summary>
		<author><name>2001:8003:2385:EF00:35EA:8438:EC39:E97C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Slaangor&amp;diff=433226</id>
		<title>Slaangor</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Slaangor&amp;diff=433226"/>
		<updated>2020-12-26T13:25:34Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:2385:EF00:35EA:8438:EC39:E97C: /* Gallery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Oldhammer Beastmen.png|thumb|right|350px|Either tentacles are his fetish or Medusa is his waifu. Either way, he wants you to know it before you die.]]&lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Slaangors&#039;&#039;&#039;, as their name suggests, are [[Beastmen]] in [[Warhammer Fantasy]], [[Warhammer 40000]], or [[Age of Sigmar]] who have dedicated themselves solely to the worship of [[Slaanesh]] and been rewarded with his/her Mark in the process. Like the other &amp;quot;Marked Gors&amp;quot; units, they are an ancient concept, dating all the way back to when Beastmen were introduced in &amp;quot;The Lost and the Damned&amp;quot;, the second book of the [[Realms of Chaos]] duology.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
===WFB===&lt;br /&gt;
In Realms of Chaos, it is said that a Slaangor typically has white (or near-white) fur and pale or pastel skins, as well as frequently having green and/or saucer-like eyes reminiscent of a [[Daemonette]]. They are also most likely to resemble &#039;&#039;Bovigors&#039;&#039;, with the heads and horns of cattle, ala [[minotaur]]s, but theoretically they could have the form any animal associated with sex and sensuality; deer (stags), horses, cats, rabbits, foxes, and snakes would all make logical alternatives.&lt;br /&gt;
&lt;br /&gt;
Old Slaangor models give them one breast and one flat chest like current Daemonettes, albeit with the breast uncovered, and notably one has the head of a unicorn while another had the head of a fish. Many of them are wearing garters or thigh-highs. &lt;br /&gt;
&lt;br /&gt;
For most of WFB history they didn&#039;t really have their own stats, and existed as models (until they were squatted and replaced with generics for all varieties) that represented what Marks your forces had. &lt;br /&gt;
&lt;br /&gt;
In the original Realms of Chaos duology, when introduced in &amp;quot;The Lost and the Damned&amp;quot;, the only mechanical bonus for being a Slaangor was &#039;&#039;&#039;Hatred&#039;&#039;&#039; (Worshippers of Khorne) and gaining Slaanesh spells of your level as bonus freebies if you were a Slaangor Shaman.&lt;br /&gt;
&lt;br /&gt;
In the Beasts of Chaos armybook, the only Slaangors were Bestigors, chariots (ridden by Bestigors) and Characters, since only they could take the Mark of Slaanesh, presumably because they were the only ones to prove themselves. In all cases the Mark made whoever had it Immune to Psychology and given Beastmen Leadership (and the items it unlocked), that wasn&#039;t bad.&lt;br /&gt;
&lt;br /&gt;
Variety was gutted when Chaos was split into three armies and [[Phil Kelly|somebody]] took Marks away from the Beastmen, then retconned the fluff to say that Beastmen were never given and could never have Marks.&lt;br /&gt;
&lt;br /&gt;
===40k===&lt;br /&gt;
Beastmen mutations are not automatically Chaos in 40k, but at the same time Beastmen aren&#039;t a dominant and uncontrollable force so most Slaangor are just considered Chaos Mutants and lumped in with human Cultists. Way back in the day, when Chapters were first being created and released, each one would get a list of how many Beastmen slaves they had access to; obviously any Chapter of [[Chaos Space Marines]] that was devoted to Slaanesh had Slaangors. &lt;br /&gt;
&lt;br /&gt;
===AoS===&lt;br /&gt;
HA! [[Tzaangor]] are the stars of the AoS Beastmen. Slaanesh barely exists in the setting, mostly in the form of his servants who are fighting to save his &amp;lt;strike&amp;gt;magnificent&amp;lt;/strike&amp;gt; ass or kick the shit out of each other trying to decide who will replace him. Beastmen themselves, other than the Tzaangor, have largely abandoned the Chaos Gods as a concept and worship exactly that; Chaos as a concept. &lt;br /&gt;
&lt;br /&gt;
That said, we DO have lore on some Slaaneshi Beastmen; they just aren&#039;t actual Slaangors. This is probably because GW don&#039;t intend to give models of them anytime soon, but for all intents and purposes they are Slaangors, so we&#039;re calling them Slaangors. You don&#039;t like it, fuck off to the Lexicanum. &lt;br /&gt;
&lt;br /&gt;
AoS Slaangor are tsundere for civilization, loving the shit out of the things that Beastmen ordinarily hate like soft luxuries and things of gentle beauty, and are overcome by massive waves of guilt and shame as soon as the novelty has worn off which they bury under even more frantic hedonism to avoid feeling anything but satisfaction despite the building wall of self-loathing. So basically they&#039;re the most realistic Slaanshi lore we&#039;ve ever gotten. &lt;br /&gt;
&lt;br /&gt;
They feast, fight, ferment and fuck until they&#039;re out of food, wimps to pick on, booze to drink, and holes/phalluses and have to find a new place to party, going full [[Noise Marine]] on the Brayhorns as they tear off with reckless abandon to destroy the defenders of whatever poor settlement they&#039;re swarming as quickly as possible so they can get to partying hard. These frenzies are called &amp;quot;Slakefrays&amp;quot;, where they drink, rape (implied), eat, and kill fucking everything they can. Unlike most Beastmen they stick around when there&#039;s nothing left to kill, trying to squeeze every last bit of pleasure they can from whatever is around. The most prized things like gold and jewels are as likely to be melted down to decorate their horns as they are to be fucking eaten for the same reason rich assholes in real life eat gold leaf and diamond dust meat and candy (don&#039;t ask us, our money goes towards Citadel brand plastic crack). They wear the most exquisite fabrics, or decorate their bodies and horns with them. Baubles are hung and carried, magic runes and items kept for no other reason than to show off, and the Herdstones of the Slaangor are so ornate they may as well have been made by a civilized race of creatures with access to way too much gold (so &amp;lt;strike&amp;gt;Dwarfs&amp;lt;/strike&amp;gt; Duardin). &lt;br /&gt;
&lt;br /&gt;
Any gathering of sufficient size of AoS Slaangor is called a Depraved Drove, which is the name of their army type in the crunch. &lt;br /&gt;
&lt;br /&gt;
The Direchasm starter box for [[Warhammer Underworlds]] appears to introduce a proper Slaangor called Slakeslash, who in addition to the classic pale skin is differentiated from a normal Gor by his Daemonette-esque crab claw. And looking like he&#039;s dressed in leather bondage gear, of course.&lt;br /&gt;
&lt;br /&gt;
Slakeslash was a precursor for the new Slaangor Fiendbloods which are being released alongside some new Slaanesh mortals. They are distinctly bovine with gilded horns and BDSM gear. &lt;br /&gt;
&lt;br /&gt;
* Gravenkin&lt;br /&gt;
&lt;br /&gt;
A particular band of Beastmen that has swelled in numbers beyond reason, that topples the largest of civilizations with ease. Carving a path of destruction through Aqshy, they&#039;ve gone on to such heights of depravity that they&#039;ve been joined by [[Daemonette]] bands of [[Seekers of Slaanesh]] who think that the Beastmen know where Slaanesh has been hidden and are being drawn to him; in reality, the Gravenkin are just that insatiable that the Daemonettes can&#039;t comprehend it.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Oldhammer Slaangor.jpg|Some of these are just old generic Beastmen labeled as Slaanesh&#039;s, some were made as Slaangor. TITS not really hard to figure out which is which.  &lt;br /&gt;
Image:Slaangor.jpg|Wait, you thought there&#039;d be more official Slaangor minis?  For awhile it seemed like there wouldn&#039;t be, but now there are.&lt;br /&gt;
Image:Slaangor Conversion.jpg|When in doubt, kitbash. &lt;br /&gt;
Image:Ackland Slaangor.jpg|[[Tony Ackland]] Slaangor.&lt;br /&gt;
Image:Slaangor Fanart 1.jpg&lt;br /&gt;
Image:3d Print Slaangor.jpg|3d printers, making dreams come true. &lt;br /&gt;
Image:Slaangor Fanart 2.jpg&lt;br /&gt;
Image:Slaangor Invitation.png&lt;br /&gt;
Image:Slaangor 1.jpg&lt;br /&gt;
Image:UnderworldSlaangor.png|At last, an official model&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Age of Sigmar]][[Category:Age of Sigmar]][[Category:Beastmen]]&lt;/div&gt;</summary>
		<author><name>2001:8003:2385:EF00:35EA:8438:EC39:E97C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Morathi&amp;diff=344439</id>
		<title>Morathi</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Morathi&amp;diff=344439"/>
		<updated>2020-12-26T06:29:12Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:2385:EF00:35EA:8438:EC39:E97C: /* On The Tabletop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Morathi.jpg|500px|thumb|right|&amp;quot;Don&#039;t you wish your mother was hot like me?&amp;quot;]]&lt;br /&gt;
{{Topquote|A scratch from an envenomed dagger, a sip from a poisoned chalice, a slight to a proud warrior&#039;s honour... In time these things may do far more grievous harm than the broadsword or the axe, my love...|Morathi}}&lt;br /&gt;
{{Topquote|Man does not control his own fate. The women in his life do that for him.|Groucho Marx}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morathi&#039;&#039;&#039; is the Queen of the [[Dark Elves (Warhammer Fantasy)|Druchii]] from [[Warhammer Fantasy]], the supreme leader of their religious faction and mother to the racial leader [[Malekith]].&lt;br /&gt;
&lt;br /&gt;
She is also perverted, incestuous, so-sexy-you&#039;ll-die-for-real-lolz, and pretty much a complete bitch as she was responsible for a lot of the actions that screwed over Elfkind. Don&#039;t believe us? Read and weep oh dear reader.&lt;br /&gt;
&lt;br /&gt;
Her character suffered greatly from a 7th edition retcon, further worsened in 8e until in [[End Times]] her role in history was reduced to mostly &amp;quot;had a baby who is really important&amp;quot; and scheming on the side that kills a lot of people but contributes nothing to the story. Many fans were angered by her apparent and very disappointing death in the event, although it was later revealed she survived and may in fact still regain her glory as an important character.&lt;br /&gt;
&lt;br /&gt;
She is usually seen mostly naked, although sometimes she covers her breasts or uses pasties, and always rides her Dark Pegasus named Sulephet into battle. Her model is one of the raciest in the Warhammer range as she wears a metal thong and little else, her perfect tits on display for everyone to see (something she uses with magic in a Black Library novel she gets a starring role in to render an entire mixed-gender garrison of soldiers into standing mutely while riding up and down in front of their fortress on Suluphet as they get shot to pieces with her crossbow forces). The model of her even has them helpfully pushed upwards for the best possible angle. It could be she does this because her son is so lacking in sex appeal she must make up for both of them....oh the harsh duties she must do!&lt;br /&gt;
&lt;br /&gt;
==The Legend==&lt;br /&gt;
She was originally a mere maiden, rescued by the first Phoenix King [[Aenarion]] from a [[Chaos]] slave caravan and he was so taken with her that he took her to be his new wife, having recently lost his first wife the [[Everqueen]] to a [[Daemons|Daemonic]] attack. Considering her actions later, the rumors of her being a [[Slaanesh|Slaaneshi]] Sorceress and using her magicks to charm Aenarion were most likely true. Aenarion moved his court to [[Ulthuan|Nagarythe]] and fell into a hedonistic lifestyle while his armies battled the Daemon apocalypse raging all around. Morathi eventually gave birth to his third child, Malekith, and encouraged Aenarion to sit back and relax as everything would turn out &#039;&#039;juuuuuuust fine&#039;&#039;. [[Caledor the Dragontamer]], Aenarion&#039;s old friend, hated Morathi bitterly and knew she was wreaking havoc on his already damaged mind. In a last act of desperation, Caledor gathered his Wizards and began channeling magic to create a Vortex that would suck excess magic out of the Warhammer World so Daemons would have difficulty manifesting forevermore. Morathi encouraged Aenarion to slay Caledor for his betrayal, although upon reaching the site of the ritual he instead defended his friend against the might of Chaos itself.&lt;br /&gt;
&lt;br /&gt;
After the disappearance of Aenarion and the trapping of Caledor within the Vortex, Morathi planned and groomed her son to take the throne. When the actual election came however, Malekith assured the Princes of the land he was willing to accept a vote for him rather than simply claim the throne by birthright. In a retcon in [[End Times]] this turned out to be a gambit to ensure the loyalty of the Elf people and the manipulations of Chaos robbed him of his birthright; however, in original canon this was simply the only moral choice he ever made. His friend Bel Shanaar was chosen instead, and Morathi raved and ranted like a wild woman over their &amp;quot;treachery&amp;quot;. Only Malekith could calm her, and assure her they had made the right choice. He then took to the sea to explore the world like his father had, being gone for many years. During his travels he encountered [[Warriors of Chaos|human Chaos worshipers]] and random undead, fighting them for control of a magical crown. Curious, he placed it on his head and saw a future where Chaos would conquer his people. He immediately rushed home.&lt;br /&gt;
&lt;br /&gt;
Prior to the 7e retcon, Malekith began searching his homeland for Chaos worship and discovered the Cult of Pleasure revering Slaanesh, with his own mother Morathi as the High Priestess to Slaanesh himself having corrupted a very large chunk of the Elf race to her way of thinking.  She fled to the city of Anlec where a large number of cultists resided. Malekith led an army consisting of both his own army and the supporting armies led by the princes of Ellyrion, Yvresse, Chrace and Saphery. Malekith was successful in breaching the cities defences and confronted his mother in the cities palace. Though Morathi had the upper hand with her great sorcerous powers, she was defeated. Morathi was spared from certain death by convincing her son that she would give him her full support of the cults and help him gain the Phoenix throne. She was brought before the court of the Phoenix king in the city of Tor Anroc. Though she would have been executed for her Crimes, Malekith convinced Bel Shanaar to imprison her instead (Despite Imrik of Caledor&#039;s insistence that she must die, even offering to strike the deathblow himself).&lt;br /&gt;
&lt;br /&gt;
He called a meeting of the Princes of Ulthuan to reveal a discovery about the Cult. Rather than point the finger at his mother, he accused Bel Shanaar of the heresy as Bel lay dying from poison Malekith had slipped him. He then declared that he himself was the fit ruler of the Elf race, and stepped through the [[Asuryan|Flames of Asuryan]] which select who is fit to be Phoenix King. Due to his treachery and the fact the Flames are designed to root out the unworthy, his full-retard plan resulted in him burning to bacon. His followers quickly slaughtered the unarmed Princes while Morathi rushed him out and kept him alive with her magic until a priest of [[Vaul]] loyal to his family sealed him in a suit of frozen armor that would reduce the misery of his blackened body.&lt;br /&gt;
&lt;br /&gt;
In the retcon, Morathi was not involved in the story at all; he returned knowing that he was the true Phoenix King as desired by Asuryan while Bel Shanaar had been shielded by magic which disqualified him from judgement, and Malekith himself was only rejected because he was immature and filled with fear. His followers killing the Princes was apparently justified somehow, and everything that happened was all the fault of the [[High Elves (Warhammer Fantasy)|Asur]] because reasons and grimderpness. She still helped him survive however, and if anything was cast in a more motherly role than the manipulative one.&lt;br /&gt;
&lt;br /&gt;
Either way, Malekith and Morathi gathered their supporters and their culture took a turn for the dark; pre-retcon Morathi summoned Daemons which feed on Elf souls to ravage the countryside while the formerly banned worship of the war god [[Khaine]] replaced all other faiths. Eventually the bitter civil war turned against the new Dark Elf faction, and as one final &amp;quot;fuck you&amp;quot; Morathi messed with the Vortex. When that backfired she, Malekith and the other Dark Elf sorcerers/sorceresses launched huge chunks of Nagarythe away from the land like boats, causing massive death and destruction across Ulthuan. They then settled in a new land to the west, a series of landmasses split by bodies of water that are vaguely in the shape of our real world North America, populated by vicious and nasty monsters as well as Chaos humans. These lands were called Naggaroth, and after destroying the High Elf colonies and humans who dwelled here the Dark Elves settled them. &lt;br /&gt;
&lt;br /&gt;
During this time, in early editions it was implied Morathi and Malekith were lovers who also constantly vied for control of their race while planning to kill each other. Dark Elves set up many batshit insane celebrations such as a night where the Cult of Pleasure and/or Cult of Khaine are allowed to take anyone they want who can&#039;t buy their own lives in huge amount of slaves and slaughter them in any way they wish ([[Gav Thorpe]] went on record in regards to Elf storytelling that numbers don&#039;t matter, High Elves can lose millions as a statistic or ten as a tragedy and either way they will be dying out, and although Dark Elves always lose massive population due to stupid reasons will always be only in jeopardy in regards to the future but not currently on the verge of extinction). Later lore did away with the incest, Slaanesh worship, and plotting; Morathi went from the ultimate hedonistic schemer and rival to her son like a cougar version of Caligula to his dear sad mother sadly stricken with a mild case of dementia as she continued to believe that she was living in the court of Nagarythe and sometimes mistook Malekith for Aenarion whom she genuinely loved rather than manipulated, all while continuing her duties as high priestess of the Elf god of pleasure [[Atharti]] (as Gav Thorpe thought Elves worshiping Slaanesh makes no sense, since he thinks of them as [[Eldar]] in rat-infested shitholes). Either way, Morathi went to great pains to keep herself youthful. She bathed constantly in blood made from screaming Elf babies, a technique learned either from Slaanesh or Khaine directly depending on pre or post retcon.&lt;br /&gt;
&lt;br /&gt;
As Naggaroth grew in power, Malekith saw the Chaos worshiping Elves as a possible threat to his power. He established Khaine as the official god of the Dark Elves, although loyalty was ultimately only to himself. The Witches were nonetheless loyal only to Morathi and their gods, Khaine and (in older canon) Slaanesh with the two factions politicking against each other while hiding their true allegiance from the rest of the race (as an open secret lacking only proof of course).&lt;br /&gt;
&lt;br /&gt;
Morathi found another rival in [[Hellebron]], a priestess of Khaine who was becoming dangerously powerful within Morathi&#039;s Witch Elf forces. Morathi cursed her with a hag-like appearance Elves rarely ever naturally attain, causing Hellebron to hate her more than anyone else. Ironically, after the retcon Hellebron features in history more importantly than Morathi herself.&lt;br /&gt;
&lt;br /&gt;
During the Battle of Finuval Plains, one of the many battles between the High and Dark Elves, Morathi faced off in magical duel with [[Teclis]] while Malekith dueled [[Tyrion]] below. With the Dark Elves having overrun much of Ulthuan, the battle was the deciding point between the two forces; Morathi&#039;s own Daemon force lead by a powerful [[Keeper of Secrets]] named [[N&#039;kari]] (later retconned to be just more of Malekith&#039;s assassins) had badly injured Tyrion and hunted the Everqueen Alarielle, and the burning of her forest had weakened her powers so she could not help. Morathi and Teclis were evenly matched, although after suffering great injury Malekith managed to escape into the [[Warp]] to avoid being killed, and sensing her son flee the battle Morathi herself immediately retreated leaving her army to be cut down. After the retcon, Morathi is absent from the battle and Malekith fought Teclis in a battle of magic while Tyrion fought his forces.&lt;br /&gt;
&lt;br /&gt;
In the [[Defenders of Ulthuan/Sons of Ellyrion]] novels, Morathi engineers the main plot as a repeat of the invasion which involved the Finuval Plain battle, although this time using a captured Ellyrion Reaver as a Manchurian Candidate who would assassinate Teclis and Alarielle prior to the attack. She used her rank as Slaanesh&#039;s High Priestess to call upon the loyalty of Slaanesh&#039;s current champion, a Warrior of Chaos who was kept entertained with Elf slaves for him and his men to torture and defile (use your imagination) until Ulthuan was entirely destroyed, whereupon he would be allowed to do as he would with her (que both chuckling that the other Slaaneshi would not survive it). During the ongoing war, the Witch Elves and Slaaneshi spent their time raiding each other&#039;s camps and torture-killing their allies when supplies of still-living High Elves were low. Morathi&#039;s plan was partially successful, with the cursed dagger the unwitting pawn carrying consuming the body and soul of an Elf maiden he&#039;d fallen in love with to incinerate Teclis like Malekith, then pierce Alarielle&#039;s heart. Malekith (who she feared greatly in the novel despite planning to kill him) lead his forces to assault Ulthuan from the south with their navy and slay the greatest heroes of Ulthuan while the Slaaneshi Dark Elves and Warriors attacked from west to east and meet him in the middle at Finuval Plain II. The Champion used Slaanesh&#039;s magic of pride to force High Elf commanders and champions into terrible decisions while her beguile and mind control wreaked havoc on the lesser Elf defenders. The plan began to fall apart however when their pawn sought redemption for his actions, reuniting with his brother and fiance before joining the defending army. Alarielle herself was saved by Isha, and the Everqueen entity (made up of Isha and EVERY Everqueen who ever lived) took control of her body and healed the wound before joining the battle herself. The Everqueen&#039;s magic purified the Slaaneshi Champion, burning away his blessings to reveal an ugly old man who regretted sacrificing his only love on an altar in exchange for eternal youth, and in a battle of wills between Isha and Slaanesh the Champion was turned into a [[Chaos Spawn]] that was hacked away by the Asur forces. With the loss of their commander and the [[Daemonettes]] turning to ash all around them, the Dark Elves and Warriors looked to their Queen to find her flying inland from the battle. The forces routed, and were destroyed by the triumphant heroes. Meanwhile, Morathi&#039;s true plan had been revealed; in her madness she was only using her entire race, her son, and all the humans as a distraction for her to undo the Vortex and summon Slaanesh directly into the world to prove herself as his greatest servant. The Vortex was on an island lost in time and half in and out of the Warp like magical interdimensional amber. She stabbed a Mage to death, and cackled out her monologue to Caledor the Dragontamer when he appeared before her as an emaciated long-dead skeleton of an Elf. After calmly replying that he never liked her and had always seen her as the selfish insane little girl she was, he revealed his true form within the amber as being stronger than he had ever been and as youthful as in his prime. He lashed out at her using only his knowledge of reality, searing her mind and driving her into hysteric wailing as she fled from the island with her very soul bleeding. She somehow flew Sulephet home to Naggaroth in this state, eyes wild and screaming all the way. Her son fled from his battle similarly, his dragon mortally wounded and bereft of a large chunk of his armor and gear. This story&#039;s canonicity is doubtful as ALL of the concepts the story hinges on were retconned out. Although considering Morathi&#039;s damaged mental state in End Times, it may have simply happened in a very different way and remained canon...&lt;br /&gt;
&lt;br /&gt;
In [[Storm of Chaos]], Morathi brought the Cult of Slaanesh back and allied them with Warriors of Chaos before flaunting themselves openly in Naggaroth. This was implied to put Naggaroth in a civil/religious war between the Temple of Khaine and the Cult of Slaanesh, but Games Workshop retconned Storm of Chaos out of existence so now this never happened.&lt;br /&gt;
&lt;br /&gt;
===The End Times===&lt;br /&gt;
In an effort to reboot Warhammer Fantasy, as it had been neglected for so long in favor of yet another Space Marine Chapter update, Games Workshop thrust the End Times upon the Warhammer world, where the slow slide into destruction becomes a non-stop express train. In the canon Naggaroth had become overrun with the legions of Khorne, with Karond Kar and Clar Karond destroyed. Ghrond was surrounded by an impenetrable thicket of magic thorns when Malekith and his army arrived fresh from liberating Naggarond. No longer able to coddle his spiteful but addled mother, Malekith left her alone in a tower there after destroying the entire Chaos invasion force and destroying everything of value from fortresses to slaves to silk handkerchiefs and anything else the enemy could claim, then gathered the entire Dark Elf race barring her guards to go claim his &amp;quot;rightful place as Phoenix King&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
She left the tower however, disguising herself as one of her own followers who had been enlisted in Malekith&#039;s army, and tried to make Tyrion into Aenarion 2.0. Once Alarielle confirmed Malekith&#039;s legitimacy by marrying him (you know, her great great great great great great great great uncle) Tyrion and Morathi were wed, him drawing the [[Widowmaker]] like his ancestor and becoming Khaine&#039;s avatar (as well as her greatest lover). She was revealed to actually be the mortal incarnation of the goddess Hekarti.&lt;br /&gt;
&lt;br /&gt;
After Tyrion was killed on the Isle of the Dead, Teclis undid the Vortex in order to bind the [[Warhammer Magic|Winds of Magic]] to mortals in an attempt to combat Chaos. She rushed to stop the whole thing, and broke down sobbing and shrieking when she saw Tyrion and Malekith die (though the latter was alive, but only just). In a fit, she killed all the mages in magic amber except Caledor the Dragontamer. Her actions created a breach that temporarily enabled Slaanesh himself/herself to partially manifest in the material world, forcing one of his/her arms through the rift to grab as many elves as he/she could. Realizing she&#039;d fucked up worse than ever before in every sense of the term, Morathi tried to flee but Caledor held her down and both were taken by Slaanesh into the Warp.&lt;br /&gt;
&lt;br /&gt;
Fans of Morathi, already unhappy with her increasing retcons rendering her useless, &#039;&#039;&#039;[[RAGE]]D&#039;&#039;&#039;. Her hatedom and High Elf fans cheered that Morathi was getting her just desserts (given Slaanesh&#039;s hunger for elf souls it could be literal). A small few continually insisted that it was just how she was going to be returned to Slaanesh&#039;s side, reincarnated as a Daemon Princess while others quickly bought her models thinking she would be removed from canon.&lt;br /&gt;
&lt;br /&gt;
===Age of Sigmar===&lt;br /&gt;
In [[Age of Sigmar]], Morathi really did make a return. During the Age of Myth, [[Malekith]] awoke alone within the Realm of Shadow without any memories. He took on the name Malerion and attempted to find others of his kind. Eventually he found Morathi, who had escaped up from Slaanesh&#039;s belly and out her mouth while he was in a food coma digesting all the aelf souls she had consumed.  But Morathi was &amp;quot;changed&amp;quot; by the experience.  She now had two forms: The first is her normal aelf form, whilst the winged, coiling, serpentine Grecian Medusa is her true form (which she transforms into by her own will or whenever she loses her cool).  As she regained her memories, Morathi formed beings of pure shadow who celebrated around her.  She met up with her son Malerion, and though there was a lot of bad blood between them, they worked together to find more aelves.&lt;br /&gt;
&lt;br /&gt;
[[Sigmar]] eventually found them, and they joined his pantheon made from an assembly of gods and other powers of the Mortal Realms.  Morathi stayed with Sigmar and rest of the pantheon, trying to feel Sigmar&#039;s &amp;quot;Stormhammer&amp;quot; outside of battle.  When Sigmar proved immune to her charms, she moved on to [[Nagash]].  With a cry of [https://www.youtube.com/watch?v=5FL_eXQb4C0|&amp;quot;BEGONE THOT!&amp;quot;] Nagash struck Morathi, hurting and upsetting her enough that her true serpentine form was revealed (say what you will about Nagash, he keeps his pimp hand strong).  Humiliated, Morathi fled.  During this time [[Tyrion]], [[Teclis]] and Malerion learned that [[Slaanesh]] had the aelf souls and sought to trap him.  They approached Morathi and, with the promise of the share of the bounty, they used her as bait and managed to capture and imprison [[Slaanesh]] somewhere between the realms of Hysh and Ulgu, siphoning souls from him in increments (too many at once would draw the attention of Slaanesh&#039;s followers or fellow Chaos Gods, or allow Slaanesh to break free).  Morathi took her share of the aelven souls Slaanesh had consumed and made aelves from them who would go on to become the [[Daughters of Khaine]].   &lt;br /&gt;
&lt;br /&gt;
She claims to be the Oracle of [[Khaine]] on account of having recovered his heart and leads the Daughters of Khaine, but in truth she is siphoning the prayer-power meant for the war god (stopping his potential rebirth in the process) in the hope of becoming a goddess herself- after that she plans to exact revenge on everyone who ever wronged her. Her war against the forces of Chaos and her bringing civilization to the Mortal Realms is mentioned, suggesting that she heavily influenced the Mortal Realms before the Age of Chaos.She has also since had another falling out with Malekith/Malerion and is said to be working as a part of Order only because she finds the other three Grand Alliances even less appealing to her tastes; she has become a sworn enemy to the forces of Chaos, the forces of Destruction are too uncivilized for her liking and the forces of Death too static and unappealing to someone whose people were nearly extinct (she probably also remembers the taste of Nagash&#039;s pimp hand). &lt;br /&gt;
&lt;br /&gt;
As part of her transformation, she has not only bound the Bloodwrack Medusae to her will as her high priests, but also created two new species of [[monstergirls|monstrous yet beautiful female elf-kin]]; the [[lamia]]-like [[Medusa|Melusai]], and the Khinerai, who resemble either bat-winged [[Avariel]] or a less-monstrous take on the [[Harpy|Harpies]] of old Warhammer.&lt;br /&gt;
&lt;br /&gt;
Ironically, Morathi&#039;s new fluff as having mutated into a [[lamia]]-like form as a result of exposure to the [[daemon]]ic powers of [[Slaanesh]] makes her kind of similar to the now-lost Slaaneshi champion, [[Dechala]] (that said, Slaanesh maybe holding her back to release later when its time for escapemurderfuckeatrevenge).&lt;br /&gt;
&lt;br /&gt;
==== Broken Realms ====&lt;br /&gt;
&lt;br /&gt;
Soon she was ready for the final stages of her gambit to ascend to godhood.  First she had to steal an artifact from the [[Idoneth Deepkin]], the Ocarian Lantern; an object made by Teclis to retrieve elven souls from Slaanesh&#039;s belly, stolen by the Idoneth who feared Teclis would use it to track them down.  Naturally, this was kept under heavy guard.  So, sixty Khainites went into &amp;lt;s&amp;gt;the water&amp;lt;/s&amp;gt; the temple.  One Khainite came out, the &amp;lt;s&amp;gt;sharks&amp;lt;/s&amp;gt; Idoneth took the rest.  That one Khainite, although left blind and half-mad by the ordeal, had the lantern.   &lt;br /&gt;
&lt;br /&gt;
Then, Morathi had to secure some of the realmstone of the [[Warcry|Eightpoints, called Varanite]], having learned about it during the Age of Sigmar.  She convinced Sigmar and [[Alarielle]] of the coming threat (please ignore the plot hole of Alarielle trusting Morathi given their history in the World-That-Was), getting Stormcast reinforcements from the former and getting the later to re-open the Genesis Gate and sweep aside the forces of Chaos guarding it.  Morathi even sent a secret delegation to [[Katakros]], providing tonnes of bones imbued with the magic of Ulgu in exchange for a Bonereaper assault on Archaon&#039;s holdings.  After acquiring the Varanite, Morathi and her Daughters of Khaine left their Stormcast allies to die.&lt;br /&gt;
&lt;br /&gt;
This culminated in the ultimate ritual.  Combining various sources of power, Morathi opened [[/d/#Vore|a portal directly into Slaanesh&#039;s belly]].  While she carried out this ritual, she was attacked by a massive Idoneth army led by [[Volturnos]] seeking to retrieve the lantern and the followers of Slaanesh following a prophecy that could lead to the freeing of their god/dess.  Once in the Chaos God&#039;s guts, using her weapon and the lantern as a guide, Morathi found the souls of the Cythai and the souls of the Phoenix Kings from the World-Thas-Was.  She trapped the Cythai souls and consumed the Phoenix King souls until she reached the strongest - her former husband [[Aenarion]] (yes, THE Aenarion, sucks that after everything he did he got consumed by Slaanesh). She hesitated to absorb him, reluctant to erase what was the only man she ever genuinely loved. Enraged by Morathi&#039;s actions, Aenarion used this moment of weakness to launch a counterattack that split her soul and left her with two bodies - the elegant Morathi-Khaine (formerly the High Oracle) and the monstrous Shadow Queen.  &lt;br /&gt;
&lt;br /&gt;
But her ambition might come back to haunt her in the form of the Newborn - the offspring of Slaanesh spawned from his/her drool (yes, really) when Morathi&#039;s ritual gave Slaanesh a seizure.   The Newborn followed her back into the Mortal Realms then flew away, the light of its passage making the followers of Slaanesh immediately break off the attack and seek it out.  It eventually landed and coalesced into a beautiful and terrifying form that spoke to the assembled Hedonites, who now guard it while it gains in strength.&lt;br /&gt;
&lt;br /&gt;
Back to Morathi.  She returned from Slaanesh&#039;s prison and, fused with the essence of Khaine, became a goddess and declared herself Morathi-Khaine, bringing her plan to fruition.  From here, she quickly subdued Volturnos and made a bargain with him, giving the stolen lantern and the souls of the other Cythai to him in exchange for a binding alliance with the Idoneth.  From there Morathi led her forces to [[Cities of Sigmar#Notable Cities|Anvilgard]] and, aided by an insurgent syndicate, conquered the city of Anvilgard, renamed it &#039;&#039;&#039;Har Kuron&#039;&#039;&#039; and marking the end of her alliance with Sigmar.  To that end the Stormcast were imprisoned rather than killed so they can&#039;t return to Azyr and warn him.   &lt;br /&gt;
&lt;br /&gt;
Morathi&#039;s plan didn&#039;t go off without a few hitches.  Apart from the aforementioned Newborn of Slaanesh, a resistance movement of men and elves still loyal to Sigmar remains in the city, and one of the captive Stormcast was freed by a winged shadowy figure implied to have ties with Malerion.&lt;br /&gt;
&lt;br /&gt;
==On The Tabletop==&lt;br /&gt;
In her first incarnation, Morathi had two forms. Her basic form, High Oracle of Khaine, is a caster of absurd power, and not a slouch in close combat either. She can cast three spells per turn (and Unbind twice), her unique spell which is basically Arcane Bolt on steroids, adds 1 to her casting rolls and doubling the range of her spells, as well as her Command Ability that lets her choose 2 Daughters of Khaine units within 14 inches and have them either shoot or pile in immediately. She also has 6 attacks with her bladed wings and 3 attacks with her spear Heartrender, which is better than a lot of combat characters get. On defense, she has a 4+ Armor, a 6+ Ward (from her Daughters of Khaine allegiance), a -1 to hit from how gorgeous she is AND she can only take 3 wounds per turn.&lt;br /&gt;
&lt;br /&gt;
But that&#039;s not all. Either when you choose or when you roll under the number of wounds Morathi has taken, she can get super angry and turn into her giant &amp;lt;s&amp;gt;Snake Mom&amp;lt;/s&amp;gt; Shadow Queen form. In this form she loses a lot of her trickier abilities (all of her casting bonuses, -1 to hit, command ability, although she keeps her max of 3 wounds per turn) and instead turns into one of the most brutal beatsticks in the entire game, capable of going head to head with Nagash or Archaon and coming out on top. She gains a shooting attack that allows you to instant kill a model if roll over its number of wounds, between 6 and 2 attacks with Heartrender (which now does a flat 3 wounds as opposed to D3 in her Oracle form), 5 attacks with her Crown of Serpents, and 1 with her tail that does between 6 and D3 damage. That&#039;s a max of 29 wounds when she&#039;s at full health, enough to wreck anyone&#039;s day. Unfortunately, any wounds she takes as Oracle are double in Shadow Queen, so you&#039;re better off letting her transform, than waiting for her to take damage. All of this will cost you 480 points, so best make sure you&#039;re getting your points worth. It helps that she&#039;s one of the best models in the game (in a faction that already has a lot of the best models in the game).&lt;br /&gt;
&lt;br /&gt;
===Broken Realms===&lt;br /&gt;
Due to Morathi&#039;s new condition, she now costs 600 points but has both of her models active at the same time. Because of their &amp;quot;One Soul, Two Bodies&amp;quot; rule (which also incorporates the effects of the Iron Heart), her two models functionally share a single wound pool. Between that and the Shadow Queen&#039;s buffed attacks, she&#039;s now able to support her army and get stuck in at the same time, and opponents will have no choice but to deal with the Shadow Queen if they want to stop Morathi-Khaine from casting and buffing.&lt;br /&gt;
&lt;br /&gt;
==Total War: Warhammer==&lt;br /&gt;
To the surprise of very few Morathi, alongside her son, got to appear in [[Total War: Warhammer II]] as one of the starting legendary lords for the Dark Elves. She even got to narrate the Dark Elf faction trailer, with her voice actress sounding fittingly manipulative and conniving. Interestingly Morathi as presented in game seems to mix traits of both older and newer lore, she and her faction spread Chaos corruption, and a number of her skills indicate worship, or at least the willingness to deal with, the Chaos gods. However she can also be heard referring to, or beseeching various Cytharai gods like Khaine and Atharti. Of course even in recent lore Morathi was presented as someone willing to treat with, if not outright worship, the Chaos gods and their various daemons.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Morathi Model.jpg|The offical [[&#039;Eavy Metal]] paintjob.&lt;br /&gt;
Image:Morathi Mini.JPG|Morathi&#039;s miniature. Despite being older, and GW&#039;s well-known issues with female sculpts, its one of the better ones they&#039;ve made.&lt;br /&gt;
Image:Morathi Original.jpg|Morathi&#039;s original model. It was noticeably more conservative in dress.&lt;br /&gt;
Image:Old Morathi.jpg|Morathi&#039;s earlier look in artwork. ([[Mark Gibbons|MG]])&lt;br /&gt;
Image:Morathi MMO.jpg|Rita Repulsa wishes she was this awesome.&lt;br /&gt;
Image:Morathi And Teclis.jpg|Morathi and Teclis duel at Finuval Plains. In the narrative it was on opposite sides of a large valley, but whatever.&lt;br /&gt;
Image:Morathi Regal Fanart.png&lt;br /&gt;
Image:Morathi Kung Fu.jpg&lt;br /&gt;
Image:Morathi Doesn&#039;t Like It When You Look Over Her Shoulder.jpg&lt;br /&gt;
Image:Morathi Color.jpg&lt;br /&gt;
File:The Sundering Malekith and Morathi.jpg&lt;br /&gt;
File:Morathi 8th Edition.png&lt;br /&gt;
Image:Morathi And Alarielle Diplomacy.jpg|Its her pleasure...&lt;br /&gt;
Image:Morathi Fanart.jpg&lt;br /&gt;
Image:Morathi Malekith Comic.jpg|Morathi and Malekith from the [[Warhammer Online]] comic.&lt;br /&gt;
File:Morathi Total War.jpg|If you don&#039;t conquer Ulthuan this time Malekith, you&#039;re grounded!&lt;br /&gt;
File:Morathi AOS Elf Form.jpg|Morathi&#039;s new look, now Morathi-Khaine.&lt;br /&gt;
File:Morathi Snek.jpg|Morathi&#039;s other new look, the Shadow Queen.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Dark Elves]][[Category:Age of Sigmar]][[Category:40k and Fantasy Gods]][[Category:Daughters of Khaine]]&lt;/div&gt;</summary>
		<author><name>2001:8003:2385:EF00:35EA:8438:EC39:E97C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Morathi&amp;diff=344438</id>
		<title>Morathi</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Morathi&amp;diff=344438"/>
		<updated>2020-12-26T06:28:37Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:2385:EF00:35EA:8438:EC39:E97C: /* Broken Realms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Morathi.jpg|500px|thumb|right|&amp;quot;Don&#039;t you wish your mother was hot like me?&amp;quot;]]&lt;br /&gt;
{{Topquote|A scratch from an envenomed dagger, a sip from a poisoned chalice, a slight to a proud warrior&#039;s honour... In time these things may do far more grievous harm than the broadsword or the axe, my love...|Morathi}}&lt;br /&gt;
{{Topquote|Man does not control his own fate. The women in his life do that for him.|Groucho Marx}}&lt;br /&gt;
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&#039;&#039;&#039;Morathi&#039;&#039;&#039; is the Queen of the [[Dark Elves (Warhammer Fantasy)|Druchii]] from [[Warhammer Fantasy]], the supreme leader of their religious faction and mother to the racial leader [[Malekith]].&lt;br /&gt;
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She is also perverted, incestuous, so-sexy-you&#039;ll-die-for-real-lolz, and pretty much a complete bitch as she was responsible for a lot of the actions that screwed over Elfkind. Don&#039;t believe us? Read and weep oh dear reader.&lt;br /&gt;
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Her character suffered greatly from a 7th edition retcon, further worsened in 8e until in [[End Times]] her role in history was reduced to mostly &amp;quot;had a baby who is really important&amp;quot; and scheming on the side that kills a lot of people but contributes nothing to the story. Many fans were angered by her apparent and very disappointing death in the event, although it was later revealed she survived and may in fact still regain her glory as an important character.&lt;br /&gt;
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She is usually seen mostly naked, although sometimes she covers her breasts or uses pasties, and always rides her Dark Pegasus named Sulephet into battle. Her model is one of the raciest in the Warhammer range as she wears a metal thong and little else, her perfect tits on display for everyone to see (something she uses with magic in a Black Library novel she gets a starring role in to render an entire mixed-gender garrison of soldiers into standing mutely while riding up and down in front of their fortress on Suluphet as they get shot to pieces with her crossbow forces). The model of her even has them helpfully pushed upwards for the best possible angle. It could be she does this because her son is so lacking in sex appeal she must make up for both of them....oh the harsh duties she must do!&lt;br /&gt;
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==The Legend==&lt;br /&gt;
She was originally a mere maiden, rescued by the first Phoenix King [[Aenarion]] from a [[Chaos]] slave caravan and he was so taken with her that he took her to be his new wife, having recently lost his first wife the [[Everqueen]] to a [[Daemons|Daemonic]] attack. Considering her actions later, the rumors of her being a [[Slaanesh|Slaaneshi]] Sorceress and using her magicks to charm Aenarion were most likely true. Aenarion moved his court to [[Ulthuan|Nagarythe]] and fell into a hedonistic lifestyle while his armies battled the Daemon apocalypse raging all around. Morathi eventually gave birth to his third child, Malekith, and encouraged Aenarion to sit back and relax as everything would turn out &#039;&#039;juuuuuuust fine&#039;&#039;. [[Caledor the Dragontamer]], Aenarion&#039;s old friend, hated Morathi bitterly and knew she was wreaking havoc on his already damaged mind. In a last act of desperation, Caledor gathered his Wizards and began channeling magic to create a Vortex that would suck excess magic out of the Warhammer World so Daemons would have difficulty manifesting forevermore. Morathi encouraged Aenarion to slay Caledor for his betrayal, although upon reaching the site of the ritual he instead defended his friend against the might of Chaos itself.&lt;br /&gt;
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After the disappearance of Aenarion and the trapping of Caledor within the Vortex, Morathi planned and groomed her son to take the throne. When the actual election came however, Malekith assured the Princes of the land he was willing to accept a vote for him rather than simply claim the throne by birthright. In a retcon in [[End Times]] this turned out to be a gambit to ensure the loyalty of the Elf people and the manipulations of Chaos robbed him of his birthright; however, in original canon this was simply the only moral choice he ever made. His friend Bel Shanaar was chosen instead, and Morathi raved and ranted like a wild woman over their &amp;quot;treachery&amp;quot;. Only Malekith could calm her, and assure her they had made the right choice. He then took to the sea to explore the world like his father had, being gone for many years. During his travels he encountered [[Warriors of Chaos|human Chaos worshipers]] and random undead, fighting them for control of a magical crown. Curious, he placed it on his head and saw a future where Chaos would conquer his people. He immediately rushed home.&lt;br /&gt;
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Prior to the 7e retcon, Malekith began searching his homeland for Chaos worship and discovered the Cult of Pleasure revering Slaanesh, with his own mother Morathi as the High Priestess to Slaanesh himself having corrupted a very large chunk of the Elf race to her way of thinking.  She fled to the city of Anlec where a large number of cultists resided. Malekith led an army consisting of both his own army and the supporting armies led by the princes of Ellyrion, Yvresse, Chrace and Saphery. Malekith was successful in breaching the cities defences and confronted his mother in the cities palace. Though Morathi had the upper hand with her great sorcerous powers, she was defeated. Morathi was spared from certain death by convincing her son that she would give him her full support of the cults and help him gain the Phoenix throne. She was brought before the court of the Phoenix king in the city of Tor Anroc. Though she would have been executed for her Crimes, Malekith convinced Bel Shanaar to imprison her instead (Despite Imrik of Caledor&#039;s insistence that she must die, even offering to strike the deathblow himself).&lt;br /&gt;
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He called a meeting of the Princes of Ulthuan to reveal a discovery about the Cult. Rather than point the finger at his mother, he accused Bel Shanaar of the heresy as Bel lay dying from poison Malekith had slipped him. He then declared that he himself was the fit ruler of the Elf race, and stepped through the [[Asuryan|Flames of Asuryan]] which select who is fit to be Phoenix King. Due to his treachery and the fact the Flames are designed to root out the unworthy, his full-retard plan resulted in him burning to bacon. His followers quickly slaughtered the unarmed Princes while Morathi rushed him out and kept him alive with her magic until a priest of [[Vaul]] loyal to his family sealed him in a suit of frozen armor that would reduce the misery of his blackened body.&lt;br /&gt;
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In the retcon, Morathi was not involved in the story at all; he returned knowing that he was the true Phoenix King as desired by Asuryan while Bel Shanaar had been shielded by magic which disqualified him from judgement, and Malekith himself was only rejected because he was immature and filled with fear. His followers killing the Princes was apparently justified somehow, and everything that happened was all the fault of the [[High Elves (Warhammer Fantasy)|Asur]] because reasons and grimderpness. She still helped him survive however, and if anything was cast in a more motherly role than the manipulative one.&lt;br /&gt;
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Either way, Malekith and Morathi gathered their supporters and their culture took a turn for the dark; pre-retcon Morathi summoned Daemons which feed on Elf souls to ravage the countryside while the formerly banned worship of the war god [[Khaine]] replaced all other faiths. Eventually the bitter civil war turned against the new Dark Elf faction, and as one final &amp;quot;fuck you&amp;quot; Morathi messed with the Vortex. When that backfired she, Malekith and the other Dark Elf sorcerers/sorceresses launched huge chunks of Nagarythe away from the land like boats, causing massive death and destruction across Ulthuan. They then settled in a new land to the west, a series of landmasses split by bodies of water that are vaguely in the shape of our real world North America, populated by vicious and nasty monsters as well as Chaos humans. These lands were called Naggaroth, and after destroying the High Elf colonies and humans who dwelled here the Dark Elves settled them. &lt;br /&gt;
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During this time, in early editions it was implied Morathi and Malekith were lovers who also constantly vied for control of their race while planning to kill each other. Dark Elves set up many batshit insane celebrations such as a night where the Cult of Pleasure and/or Cult of Khaine are allowed to take anyone they want who can&#039;t buy their own lives in huge amount of slaves and slaughter them in any way they wish ([[Gav Thorpe]] went on record in regards to Elf storytelling that numbers don&#039;t matter, High Elves can lose millions as a statistic or ten as a tragedy and either way they will be dying out, and although Dark Elves always lose massive population due to stupid reasons will always be only in jeopardy in regards to the future but not currently on the verge of extinction). Later lore did away with the incest, Slaanesh worship, and plotting; Morathi went from the ultimate hedonistic schemer and rival to her son like a cougar version of Caligula to his dear sad mother sadly stricken with a mild case of dementia as she continued to believe that she was living in the court of Nagarythe and sometimes mistook Malekith for Aenarion whom she genuinely loved rather than manipulated, all while continuing her duties as high priestess of the Elf god of pleasure [[Atharti]] (as Gav Thorpe thought Elves worshiping Slaanesh makes no sense, since he thinks of them as [[Eldar]] in rat-infested shitholes). Either way, Morathi went to great pains to keep herself youthful. She bathed constantly in blood made from screaming Elf babies, a technique learned either from Slaanesh or Khaine directly depending on pre or post retcon.&lt;br /&gt;
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As Naggaroth grew in power, Malekith saw the Chaos worshiping Elves as a possible threat to his power. He established Khaine as the official god of the Dark Elves, although loyalty was ultimately only to himself. The Witches were nonetheless loyal only to Morathi and their gods, Khaine and (in older canon) Slaanesh with the two factions politicking against each other while hiding their true allegiance from the rest of the race (as an open secret lacking only proof of course).&lt;br /&gt;
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Morathi found another rival in [[Hellebron]], a priestess of Khaine who was becoming dangerously powerful within Morathi&#039;s Witch Elf forces. Morathi cursed her with a hag-like appearance Elves rarely ever naturally attain, causing Hellebron to hate her more than anyone else. Ironically, after the retcon Hellebron features in history more importantly than Morathi herself.&lt;br /&gt;
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During the Battle of Finuval Plains, one of the many battles between the High and Dark Elves, Morathi faced off in magical duel with [[Teclis]] while Malekith dueled [[Tyrion]] below. With the Dark Elves having overrun much of Ulthuan, the battle was the deciding point between the two forces; Morathi&#039;s own Daemon force lead by a powerful [[Keeper of Secrets]] named [[N&#039;kari]] (later retconned to be just more of Malekith&#039;s assassins) had badly injured Tyrion and hunted the Everqueen Alarielle, and the burning of her forest had weakened her powers so she could not help. Morathi and Teclis were evenly matched, although after suffering great injury Malekith managed to escape into the [[Warp]] to avoid being killed, and sensing her son flee the battle Morathi herself immediately retreated leaving her army to be cut down. After the retcon, Morathi is absent from the battle and Malekith fought Teclis in a battle of magic while Tyrion fought his forces.&lt;br /&gt;
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In the [[Defenders of Ulthuan/Sons of Ellyrion]] novels, Morathi engineers the main plot as a repeat of the invasion which involved the Finuval Plain battle, although this time using a captured Ellyrion Reaver as a Manchurian Candidate who would assassinate Teclis and Alarielle prior to the attack. She used her rank as Slaanesh&#039;s High Priestess to call upon the loyalty of Slaanesh&#039;s current champion, a Warrior of Chaos who was kept entertained with Elf slaves for him and his men to torture and defile (use your imagination) until Ulthuan was entirely destroyed, whereupon he would be allowed to do as he would with her (que both chuckling that the other Slaaneshi would not survive it). During the ongoing war, the Witch Elves and Slaaneshi spent their time raiding each other&#039;s camps and torture-killing their allies when supplies of still-living High Elves were low. Morathi&#039;s plan was partially successful, with the cursed dagger the unwitting pawn carrying consuming the body and soul of an Elf maiden he&#039;d fallen in love with to incinerate Teclis like Malekith, then pierce Alarielle&#039;s heart. Malekith (who she feared greatly in the novel despite planning to kill him) lead his forces to assault Ulthuan from the south with their navy and slay the greatest heroes of Ulthuan while the Slaaneshi Dark Elves and Warriors attacked from west to east and meet him in the middle at Finuval Plain II. The Champion used Slaanesh&#039;s magic of pride to force High Elf commanders and champions into terrible decisions while her beguile and mind control wreaked havoc on the lesser Elf defenders. The plan began to fall apart however when their pawn sought redemption for his actions, reuniting with his brother and fiance before joining the defending army. Alarielle herself was saved by Isha, and the Everqueen entity (made up of Isha and EVERY Everqueen who ever lived) took control of her body and healed the wound before joining the battle herself. The Everqueen&#039;s magic purified the Slaaneshi Champion, burning away his blessings to reveal an ugly old man who regretted sacrificing his only love on an altar in exchange for eternal youth, and in a battle of wills between Isha and Slaanesh the Champion was turned into a [[Chaos Spawn]] that was hacked away by the Asur forces. With the loss of their commander and the [[Daemonettes]] turning to ash all around them, the Dark Elves and Warriors looked to their Queen to find her flying inland from the battle. The forces routed, and were destroyed by the triumphant heroes. Meanwhile, Morathi&#039;s true plan had been revealed; in her madness she was only using her entire race, her son, and all the humans as a distraction for her to undo the Vortex and summon Slaanesh directly into the world to prove herself as his greatest servant. The Vortex was on an island lost in time and half in and out of the Warp like magical interdimensional amber. She stabbed a Mage to death, and cackled out her monologue to Caledor the Dragontamer when he appeared before her as an emaciated long-dead skeleton of an Elf. After calmly replying that he never liked her and had always seen her as the selfish insane little girl she was, he revealed his true form within the amber as being stronger than he had ever been and as youthful as in his prime. He lashed out at her using only his knowledge of reality, searing her mind and driving her into hysteric wailing as she fled from the island with her very soul bleeding. She somehow flew Sulephet home to Naggaroth in this state, eyes wild and screaming all the way. Her son fled from his battle similarly, his dragon mortally wounded and bereft of a large chunk of his armor and gear. This story&#039;s canonicity is doubtful as ALL of the concepts the story hinges on were retconned out. Although considering Morathi&#039;s damaged mental state in End Times, it may have simply happened in a very different way and remained canon...&lt;br /&gt;
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In [[Storm of Chaos]], Morathi brought the Cult of Slaanesh back and allied them with Warriors of Chaos before flaunting themselves openly in Naggaroth. This was implied to put Naggaroth in a civil/religious war between the Temple of Khaine and the Cult of Slaanesh, but Games Workshop retconned Storm of Chaos out of existence so now this never happened.&lt;br /&gt;
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===The End Times===&lt;br /&gt;
In an effort to reboot Warhammer Fantasy, as it had been neglected for so long in favor of yet another Space Marine Chapter update, Games Workshop thrust the End Times upon the Warhammer world, where the slow slide into destruction becomes a non-stop express train. In the canon Naggaroth had become overrun with the legions of Khorne, with Karond Kar and Clar Karond destroyed. Ghrond was surrounded by an impenetrable thicket of magic thorns when Malekith and his army arrived fresh from liberating Naggarond. No longer able to coddle his spiteful but addled mother, Malekith left her alone in a tower there after destroying the entire Chaos invasion force and destroying everything of value from fortresses to slaves to silk handkerchiefs and anything else the enemy could claim, then gathered the entire Dark Elf race barring her guards to go claim his &amp;quot;rightful place as Phoenix King&amp;quot;.&lt;br /&gt;
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She left the tower however, disguising herself as one of her own followers who had been enlisted in Malekith&#039;s army, and tried to make Tyrion into Aenarion 2.0. Once Alarielle confirmed Malekith&#039;s legitimacy by marrying him (you know, her great great great great great great great great uncle) Tyrion and Morathi were wed, him drawing the [[Widowmaker]] like his ancestor and becoming Khaine&#039;s avatar (as well as her greatest lover). She was revealed to actually be the mortal incarnation of the goddess Hekarti.&lt;br /&gt;
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After Tyrion was killed on the Isle of the Dead, Teclis undid the Vortex in order to bind the [[Warhammer Magic|Winds of Magic]] to mortals in an attempt to combat Chaos. She rushed to stop the whole thing, and broke down sobbing and shrieking when she saw Tyrion and Malekith die (though the latter was alive, but only just). In a fit, she killed all the mages in magic amber except Caledor the Dragontamer. Her actions created a breach that temporarily enabled Slaanesh himself/herself to partially manifest in the material world, forcing one of his/her arms through the rift to grab as many elves as he/she could. Realizing she&#039;d fucked up worse than ever before in every sense of the term, Morathi tried to flee but Caledor held her down and both were taken by Slaanesh into the Warp.&lt;br /&gt;
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Fans of Morathi, already unhappy with her increasing retcons rendering her useless, &#039;&#039;&#039;[[RAGE]]D&#039;&#039;&#039;. Her hatedom and High Elf fans cheered that Morathi was getting her just desserts (given Slaanesh&#039;s hunger for elf souls it could be literal). A small few continually insisted that it was just how she was going to be returned to Slaanesh&#039;s side, reincarnated as a Daemon Princess while others quickly bought her models thinking she would be removed from canon.&lt;br /&gt;
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===Age of Sigmar===&lt;br /&gt;
In [[Age of Sigmar]], Morathi really did make a return. During the Age of Myth, [[Malekith]] awoke alone within the Realm of Shadow without any memories. He took on the name Malerion and attempted to find others of his kind. Eventually he found Morathi, who had escaped up from Slaanesh&#039;s belly and out her mouth while he was in a food coma digesting all the aelf souls she had consumed.  But Morathi was &amp;quot;changed&amp;quot; by the experience.  She now had two forms: The first is her normal aelf form, whilst the winged, coiling, serpentine Grecian Medusa is her true form (which she transforms into by her own will or whenever she loses her cool).  As she regained her memories, Morathi formed beings of pure shadow who celebrated around her.  She met up with her son Malerion, and though there was a lot of bad blood between them, they worked together to find more aelves.&lt;br /&gt;
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[[Sigmar]] eventually found them, and they joined his pantheon made from an assembly of gods and other powers of the Mortal Realms.  Morathi stayed with Sigmar and rest of the pantheon, trying to feel Sigmar&#039;s &amp;quot;Stormhammer&amp;quot; outside of battle.  When Sigmar proved immune to her charms, she moved on to [[Nagash]].  With a cry of [https://www.youtube.com/watch?v=5FL_eXQb4C0|&amp;quot;BEGONE THOT!&amp;quot;] Nagash struck Morathi, hurting and upsetting her enough that her true serpentine form was revealed (say what you will about Nagash, he keeps his pimp hand strong).  Humiliated, Morathi fled.  During this time [[Tyrion]], [[Teclis]] and Malerion learned that [[Slaanesh]] had the aelf souls and sought to trap him.  They approached Morathi and, with the promise of the share of the bounty, they used her as bait and managed to capture and imprison [[Slaanesh]] somewhere between the realms of Hysh and Ulgu, siphoning souls from him in increments (too many at once would draw the attention of Slaanesh&#039;s followers or fellow Chaos Gods, or allow Slaanesh to break free).  Morathi took her share of the aelven souls Slaanesh had consumed and made aelves from them who would go on to become the [[Daughters of Khaine]].   &lt;br /&gt;
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She claims to be the Oracle of [[Khaine]] on account of having recovered his heart and leads the Daughters of Khaine, but in truth she is siphoning the prayer-power meant for the war god (stopping his potential rebirth in the process) in the hope of becoming a goddess herself- after that she plans to exact revenge on everyone who ever wronged her. Her war against the forces of Chaos and her bringing civilization to the Mortal Realms is mentioned, suggesting that she heavily influenced the Mortal Realms before the Age of Chaos.She has also since had another falling out with Malekith/Malerion and is said to be working as a part of Order only because she finds the other three Grand Alliances even less appealing to her tastes; she has become a sworn enemy to the forces of Chaos, the forces of Destruction are too uncivilized for her liking and the forces of Death too static and unappealing to someone whose people were nearly extinct (she probably also remembers the taste of Nagash&#039;s pimp hand). &lt;br /&gt;
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As part of her transformation, she has not only bound the Bloodwrack Medusae to her will as her high priests, but also created two new species of [[monstergirls|monstrous yet beautiful female elf-kin]]; the [[lamia]]-like [[Medusa|Melusai]], and the Khinerai, who resemble either bat-winged [[Avariel]] or a less-monstrous take on the [[Harpy|Harpies]] of old Warhammer.&lt;br /&gt;
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Ironically, Morathi&#039;s new fluff as having mutated into a [[lamia]]-like form as a result of exposure to the [[daemon]]ic powers of [[Slaanesh]] makes her kind of similar to the now-lost Slaaneshi champion, [[Dechala]] (that said, Slaanesh maybe holding her back to release later when its time for escapemurderfuckeatrevenge).&lt;br /&gt;
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==== Broken Realms ====&lt;br /&gt;
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Soon she was ready for the final stages of her gambit to ascend to godhood.  First she had to steal an artifact from the [[Idoneth Deepkin]], the Ocarian Lantern; an object made by Teclis to retrieve elven souls from Slaanesh&#039;s belly, stolen by the Idoneth who feared Teclis would use it to track them down.  Naturally, this was kept under heavy guard.  So, sixty Khainites went into &amp;lt;s&amp;gt;the water&amp;lt;/s&amp;gt; the temple.  One Khainite came out, the &amp;lt;s&amp;gt;sharks&amp;lt;/s&amp;gt; Idoneth took the rest.  That one Khainite, although left blind and half-mad by the ordeal, had the lantern.   &lt;br /&gt;
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Then, Morathi had to secure some of the realmstone of the [[Warcry|Eightpoints, called Varanite]], having learned about it during the Age of Sigmar.  She convinced Sigmar and [[Alarielle]] of the coming threat (please ignore the plot hole of Alarielle trusting Morathi given their history in the World-That-Was), getting Stormcast reinforcements from the former and getting the later to re-open the Genesis Gate and sweep aside the forces of Chaos guarding it.  Morathi even sent a secret delegation to [[Katakros]], providing tonnes of bones imbued with the magic of Ulgu in exchange for a Bonereaper assault on Archaon&#039;s holdings.  After acquiring the Varanite, Morathi and her Daughters of Khaine left their Stormcast allies to die.&lt;br /&gt;
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This culminated in the ultimate ritual.  Combining various sources of power, Morathi opened [[/d/#Vore|a portal directly into Slaanesh&#039;s belly]].  While she carried out this ritual, she was attacked by a massive Idoneth army led by [[Volturnos]] seeking to retrieve the lantern and the followers of Slaanesh following a prophecy that could lead to the freeing of their god/dess.  Once in the Chaos God&#039;s guts, using her weapon and the lantern as a guide, Morathi found the souls of the Cythai and the souls of the Phoenix Kings from the World-Thas-Was.  She trapped the Cythai souls and consumed the Phoenix King souls until she reached the strongest - her former husband [[Aenarion]] (yes, THE Aenarion, sucks that after everything he did he got consumed by Slaanesh). She hesitated to absorb him, reluctant to erase what was the only man she ever genuinely loved. Enraged by Morathi&#039;s actions, Aenarion used this moment of weakness to launch a counterattack that split her soul and left her with two bodies - the elegant Morathi-Khaine (formerly the High Oracle) and the monstrous Shadow Queen.  &lt;br /&gt;
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But her ambition might come back to haunt her in the form of the Newborn - the offspring of Slaanesh spawned from his/her drool (yes, really) when Morathi&#039;s ritual gave Slaanesh a seizure.   The Newborn followed her back into the Mortal Realms then flew away, the light of its passage making the followers of Slaanesh immediately break off the attack and seek it out.  It eventually landed and coalesced into a beautiful and terrifying form that spoke to the assembled Hedonites, who now guard it while it gains in strength.&lt;br /&gt;
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Back to Morathi.  She returned from Slaanesh&#039;s prison and, fused with the essence of Khaine, became a goddess and declared herself Morathi-Khaine, bringing her plan to fruition.  From here, she quickly subdued Volturnos and made a bargain with him, giving the stolen lantern and the souls of the other Cythai to him in exchange for a binding alliance with the Idoneth.  From there Morathi led her forces to [[Cities of Sigmar#Notable Cities|Anvilgard]] and, aided by an insurgent syndicate, conquered the city of Anvilgard, renamed it &#039;&#039;&#039;Har Kuron&#039;&#039;&#039; and marking the end of her alliance with Sigmar.  To that end the Stormcast were imprisoned rather than killed so they can&#039;t return to Azyr and warn him.   &lt;br /&gt;
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Morathi&#039;s plan didn&#039;t go off without a few hitches.  Apart from the aforementioned Newborn of Slaanesh, a resistance movement of men and elves still loyal to Sigmar remains in the city, and one of the captive Stormcast was freed by a winged shadowy figure implied to have ties with Malerion.&lt;br /&gt;
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==On The Tabletop==&lt;br /&gt;
In her current incarnation, Morathi has two forms. Her basic form, High Oracle of Khaine, is a caster of absurd power, and not a slouch in close combat either. She can cast three spells per turn (and Unbind twice), her unique spell which is basically Arcane Bolt on steroids, adds 1 to her casting rolls and doubling the range of her spells, as well as her Command Ability that lets her choose 2 Daughters of Khaine units within 14 inches and have them either shoot or pile in immediately. She also has 6 attacks with her bladed wings and 3 attacks with her spear Heartrender, which is better than a lot of combat characters get. On defense, she has a 4+ Armor, a 6+ Ward (from her Daughters of Khaine allegiance), a -1 to hit from how gorgeous she is AND she can only take 3 wounds per turn.&lt;br /&gt;
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But that&#039;s not all. Either when you choose or when you roll under the number of wounds Morathi has taken, she can get super angry and turn into her giant &amp;lt;s&amp;gt;Snake Mom&amp;lt;/s&amp;gt; Shadow Queen form. In this form she loses a lot of her trickier abilities (all of her casting bonuses, -1 to hit, command ability, although she keeps her max of 3 wounds per turn) and instead turns into one of the most brutal beatsticks in the entire game, capable of going head to head with Nagash or Archaon and coming out on top. She gains a shooting attack that allows you to instant kill a model if roll over its number of wounds, between 6 and 2 attacks with Heartrender (which now does a flat 3 wounds as opposed to D3 in her Oracle form), 5 attacks with her Crown of Serpents, and 1 with her tail that does between 6 and D3 damage. That&#039;s a max of 29 wounds when she&#039;s at full health, enough to wreck anyone&#039;s day. Unfortunately, any wounds she takes as Oracle are double in Shadow Queen, so you&#039;re better off letting her transform, than waiting for her to take damage. All of this will cost you 480 points, so best make sure you&#039;re getting your points worth. It helps that she&#039;s one of the best models in the game (in a faction that already has a lot of the best models in the game).&lt;br /&gt;
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===Broken Realms===&lt;br /&gt;
Due to Morathi&#039;s new condition, she now costs 600 points but has both of her models active at the same time. Because of their &amp;quot;One Soul, Two Bodies&amp;quot; rule (which also incorporates the effects of the Iron Heart), her two models functionally share a single wound pool. Between that and the Shadow Queen&#039;s buffed attacks, she&#039;s now able to support her army and get stuck in at the same time, and opponents will have no choice but to deal with the Shadow Queen if they want to stop Morathi-Khaine from casting and buffing.&lt;br /&gt;
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==Total War: Warhammer==&lt;br /&gt;
To the surprise of very few Morathi, alongside her son, got to appear in [[Total War: Warhammer II]] as one of the starting legendary lords for the Dark Elves. She even got to narrate the Dark Elf faction trailer, with her voice actress sounding fittingly manipulative and conniving. Interestingly Morathi as presented in game seems to mix traits of both older and newer lore, she and her faction spread Chaos corruption, and a number of her skills indicate worship, or at least the willingness to deal with, the Chaos gods. However she can also be heard referring to, or beseeching various Cytharai gods like Khaine and Atharti. Of course even in recent lore Morathi was presented as someone willing to treat with, if not outright worship, the Chaos gods and their various daemons.&lt;br /&gt;
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==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Morathi Model.jpg|The offical [[&#039;Eavy Metal]] paintjob.&lt;br /&gt;
Image:Morathi Mini.JPG|Morathi&#039;s miniature. Despite being older, and GW&#039;s well-known issues with female sculpts, its one of the better ones they&#039;ve made.&lt;br /&gt;
Image:Morathi Original.jpg|Morathi&#039;s original model. It was noticeably more conservative in dress.&lt;br /&gt;
Image:Old Morathi.jpg|Morathi&#039;s earlier look in artwork. ([[Mark Gibbons|MG]])&lt;br /&gt;
Image:Morathi MMO.jpg|Rita Repulsa wishes she was this awesome.&lt;br /&gt;
Image:Morathi And Teclis.jpg|Morathi and Teclis duel at Finuval Plains. In the narrative it was on opposite sides of a large valley, but whatever.&lt;br /&gt;
Image:Morathi Regal Fanart.png&lt;br /&gt;
Image:Morathi Kung Fu.jpg&lt;br /&gt;
Image:Morathi Doesn&#039;t Like It When You Look Over Her Shoulder.jpg&lt;br /&gt;
Image:Morathi Color.jpg&lt;br /&gt;
File:The Sundering Malekith and Morathi.jpg&lt;br /&gt;
File:Morathi 8th Edition.png&lt;br /&gt;
Image:Morathi And Alarielle Diplomacy.jpg|Its her pleasure...&lt;br /&gt;
Image:Morathi Fanart.jpg&lt;br /&gt;
Image:Morathi Malekith Comic.jpg|Morathi and Malekith from the [[Warhammer Online]] comic.&lt;br /&gt;
File:Morathi Total War.jpg|If you don&#039;t conquer Ulthuan this time Malekith, you&#039;re grounded!&lt;br /&gt;
File:Morathi AOS Elf Form.jpg|Morathi&#039;s new look, now Morathi-Khaine.&lt;br /&gt;
File:Morathi Snek.jpg|Morathi&#039;s other new look, the Shadow Queen.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Dark Elves]][[Category:Age of Sigmar]][[Category:40k and Fantasy Gods]][[Category:Daughters of Khaine]]&lt;/div&gt;</summary>
		<author><name>2001:8003:2385:EF00:35EA:8438:EC39:E97C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Beasts_Of_Chaos&amp;diff=19067</id>
		<title>Age of Sigmar/Tactics/Chaos/Beasts Of Chaos</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Beasts_Of_Chaos&amp;diff=19067"/>
		<updated>2020-12-26T06:08:17Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:2385:EF00:35EA:8438:EC39:E97C: /* Why Play Beasts Of Chaos? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Beasts Of Chaos|Logo=Beasts-of-chaos-art1.jpeg|Alliance=Chaos|Lore=Beasts Of Chaos|Motto= Cry havoc, and let slip the beasts of war.}}&lt;br /&gt;
&lt;br /&gt;
Step aside Mr. Everchosen. The Cloven Ones are here to prove themselves as the true Children of Chaos.&lt;br /&gt;
&lt;br /&gt;
==Why Play Beasts Of Chaos?==&lt;br /&gt;
* Because you thought Satyrs in Greek mythology were better at killing and raiding than being pipe players.&lt;br /&gt;
** They got some rad musicians.&lt;br /&gt;
** Really, you just want Grimdark Satyrs-slash-Pop culture barbarians.&lt;br /&gt;
*You like armies that are styled around CELTIC warbands, you have shamans and minotaurs, not to mention big fuckin monsters.&lt;br /&gt;
* Because they look cool with their horns and shaggy fur.&lt;br /&gt;
* Because Chaos Warriors are too civilized as most of them don&#039;t shit where they stand, have fleas, and smell like piss all year round.&lt;br /&gt;
* You like [[Dragon Ogres|massive, lightning-eating foot dragons]] native to the [[Warhammer Fantasy Battle |World-That-Was]] who made a shitty pact with the Chaos Gods.&lt;br /&gt;
* Because you played Total War: Warhammer and were too dumb to manage cities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
* Can swarm the board with cheap fast and flanking Brays, big stompy people eating minotaurs or big ass dragon ogres. Oh wait, you can do all of them at once. &lt;br /&gt;
* CHARIOTS! three straight into that dwar- I mean duardin shield wall &lt;br /&gt;
* Monsters. Monsters everywhere.&lt;br /&gt;
* Almost everything is fast as fuck, boi. &lt;br /&gt;
* You can watch civilization crumble into ruin with one of the most annoying magic lore in the game and a terrain piece which makes those Stormcast tincans look like they&#039;re covered in smartphone screens instead of actual armor.&lt;br /&gt;
** In fact, you probably have one of the best anti-armor in the game with how many ways you can increase rend and the Herdstone&#039;s anti-save aura&lt;br /&gt;
* Chaos Spawns are now pretty damn gooSPRVMWGLWLM &lt;br /&gt;
** Praise Morghur! Great Devolver!&lt;br /&gt;
*You can mark your herds with any of the 4 chaos marks!&lt;br /&gt;
* Individual models are quick, fun and relatively easy to paint (although they are old as shit, so the paint WILL come off)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Beasts of Chaos was one of the first AoS 2.0 Battletomes....and it is starting to show a bit. You could run a Slaanesh Allegiance Beast army and probably do just as good if not better than the actual BoC Allegiance.&lt;br /&gt;
* Weak and few ranged units, except for the monsters and skyfires.&lt;br /&gt;
* Ungors, even with bows are still ungors and not even battleline...&lt;br /&gt;
* If you are not a bestigor or a melee hero, your armor is probably defined as &amp;quot;loincloth&amp;quot;.&lt;br /&gt;
* Almost all of your models are real old.&lt;br /&gt;
* Unless you are a lucky bastard son of a mutant bird or a gender-confused hedonistic goat, the only truly devoted Beastmen models are Tzaangors and Slaangors (and the latter are very pricey to make an army of these models). Want some hound-or-lion-faced Khornegors? Some horrendously deformed Pestigors? You will need tons of green stuff if you wanna do that. And only aesthetically, no actual rules for them!&lt;br /&gt;
* Only Slaves to Darkness allies, so no Ogroid Thaumaturges for purely Tzeentch brayherds.&lt;br /&gt;
* Whilst individual models are quick to paint, you&#039;ll be needing LOADS of them, so get your paints and brushes ready, because you&#039;ll be painting for a while.&lt;br /&gt;
* If you liked the good beastfolk in The Chronicles of Narnia, you&#039;re in for a very rude surprise here :_(&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Beasts Of Chaos|points=[https://www.warhammer-community.com/wp-content/uploads/2018/10/5335ef41.pdf Beasts Of Chaos Errata]}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance==&lt;br /&gt;
&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brayherd Ambush:&#039;&#039;&#039; You can set up a &#039;&#039;&#039;BRAYHERD&#039;&#039;&#039; unit into an ambush during deployment for each &#039;&#039;&#039;Beasts of Chaos&#039;&#039;&#039; you place on the board during setup. At the end of your first movement phase, you must place them within 6&amp;quot; of the board edge and more than 9&amp;quot; away from any enemy models. &lt;br /&gt;
**While not as flexible as some other deepstriking abilities (Stormcasts, Nighthaunt) it can be an effective way of getting large Brayherd hordes quickly up the board when confronting the enemy and taking objectives. Many artillery crews find it hard to worry about shooting down a monster when goatmen are next to them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood Gorge:&#039;&#039;&#039; At the end of a combat phase when a Warherd destroys a unit, heal d3 wounds, good to Rejuvenate injured bulls after a fight&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creatures of the Storm:&#039;&#039;&#039; During the start of your Hero phase, each Thunderscorn unit rolls a d6 and move that many inches if not within 3&amp;quot; of an enemy nor move within 3&amp;quot; of them. Good to get your Dragon Ogors closer to their targets or get them out of danger in rare circumstance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primordial Call:&#039;&#039;&#039; At the start of your turn, gain a Primordial point. You can gain more during your hero phase by having a Beasts Of Chaos Hero sacrifice another unit if both are within 3&amp;quot; of a Herdstone. if you do, inflict d3 mortal wounds on the sacrificed unit and gain that many points for each wound that is lost. At the end of your movement phase, you can spend points to summon one or more units and place them on the board in the same manner as Brayherd Ambush. As tempting as it is to hoard points to get the big monsters, you have no great way to accumulate Primordial points quickly enough to be effective. Your best use is to summon objective grabbers and holders like Bestigors and Gors with Shields, or a chariot to tie up their backline artillery and archers.&lt;br /&gt;
** Chimera &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
** Ghorgon &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
** 3 Tzaangor Skyfires &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
** Chaos Gargant &#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
** Cygor &#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
** 10 Tzanngors &#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
** 3 Bullgors &#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
** Jabberslythe &#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
** 3 Dragon Ogors &#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
** 3 Tzaangor Enlightened on Discs of Tzeentch &#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
** 10 Bestigors &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
** Cockatrice &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
** Tzaangor Enlightened &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
** 5 Centigors &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
** 10 chaos Warhounds &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
** 10 Gors &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
** 10 Ungor Raiders &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
** Chaos Spawn &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
** Tuskgor Chariot &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
** Razorgor &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
** 10 Ungors &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&lt;br /&gt;
====Brayherd Alphabeast====&lt;br /&gt;
*&#039;&#039;&#039;Bestial Cunning:&#039;&#039;&#039; Up to half (rounding down) of your Ambushing units can arrive during your second movement phase instead of the first. &lt;br /&gt;
*&#039;&#039;&#039;Indomitable Beast:&#039;&#039;&#039; Gain 1 Wound characteristic.&lt;br /&gt;
*&#039;&#039;&#039;Apex Predator:&#039;&#039;&#039; Re-roll the general&#039;s wounds rolls of 1.&lt;br /&gt;
*&#039;&#039;&#039;Malevolent Despoiler:&#039;&#039;&#039; Enemies don&#039;t benefit from cover when they are 12&amp;quot; of the general. Remember, cover works in melee in AoS, so it might be worth a look.&lt;br /&gt;
*&#039;&#039;&#039;Oracle of the Dark:&#039;&#039;&#039; -1 Bravery penalty to enemies within 12&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Shadowpelt:&#039;&#039;&#039; -1 to hit rolls from attack that came over 3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Warherd Alphabeast====&lt;br /&gt;
*&#039;&#039;&#039;Eater of Heroes:&#039;&#039;&#039; Re-roll failed hits that target heroes.&lt;br /&gt;
*&#039;&#039;&#039;Rampant Juggernaut:&#039;&#039;&#039; Re-roll charge rolls for Warherd units wholly within 12&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Gorger:&#039;&#039;&#039; Warherd units wholly within 12&amp;quot; always heal 3 wounds from Bloodgorge.&lt;br /&gt;
*&#039;&#039;&#039;Gouge-tusks:&#039;&#039;&#039; Roll a dice for an enemy within 3&amp;quot; at the end of the combat phase. on a 2-5 deal 1 mortal wound, and on a 6 deal d3.&lt;br /&gt;
*&#039;&#039;&#039;Roaring Brute:&#039;&#039;&#039; Subtract 1 from enemy bravery within 12&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Rugged Hide:&#039;&#039;&#039; Reduce the rend of attacks against the general by 1 &lt;br /&gt;
&lt;br /&gt;
====Thunderscorn Alphabeast====&lt;br /&gt;
*&#039;&#039;&#039;Tempestuous Tyrant:&#039;&#039;&#039; Re-roll wound roll against monsters&lt;br /&gt;
*&#039;&#039;&#039;Magnetic Monstosity:&#039;&#039;&#039; Enemies within 3&amp;quot; can&#039;t retreat.&lt;br /&gt;
*&#039;&#039;&#039;Father of the Storm:&#039;&#039;&#039; You can reroll the Creatures of the Storm Trait&lt;br /&gt;
*&#039;&#039;&#039;Lighting-fast Monstrosity:&#039;&#039;&#039; Attacks first &#039;&#039;before&#039;&#039; all others during the combat phase if you charge&lt;br /&gt;
*&#039;&#039;&#039;Adamantine Scales:&#039;&#039;&#039; Add 1 to save rolls&lt;br /&gt;
*&#039;&#039;&#039;Ancient Beyond Knowing:&#039;&#039;&#039; At the start of the first battle round, gain d3 command points.&lt;br /&gt;
&lt;br /&gt;
===Artifacts of Power===&lt;br /&gt;
&lt;br /&gt;
====Spoils of the Brayherd====&lt;br /&gt;
#&#039;&#039;&#039;Ramhorn Helm:&#039;&#039;&#039; After a charging pick a enemy unit within 1&amp;quot;. That unit gets D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Brayblast Trumpet:&#039;&#039;&#039; Brayherds ambushing within 18&amp;quot; of the bearer get +1 to hit. Really useful to get your ungors raiders in make some good shooting after a well placed ambush. With their ability a 3+ means that they re-roll every missed hit at 20 or more models.&lt;br /&gt;
#&#039;&#039;&#039;The Knowing Eye:&#039;&#039;&#039; You get a command point on a 4+ at the start of your hero phase. &lt;br /&gt;
#&#039;&#039;&#039;Volcanic Axe:&#039;&#039;&#039; One of the bearer weapons get +1 damage and 6 To-Hit inflicts an extra mortal wound&lt;br /&gt;
#&#039;&#039;&#039;Bleating Gnarlstaff:&#039;&#039;&#039; If the bearer is within 1&amp;quot; of a terrain, roll a dice. On a 3+ all enemy units 1&amp;quot; from the terrain gets a mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Troggoth-hide Cloak:&#039;&#039;&#039; The bearer regenerate 1 wound at the start of your hero phase.&lt;br /&gt;
&lt;br /&gt;
====Spoils of the Warherds====&lt;br /&gt;
#&#039;&#039;&#039;Cleaver of the Brass Bull:&#039;&#039;&#039; Add 1 to the rend of one of the bearers weapons. Also, if you roll a 6 to hit with said weapon it gets +1 damage for that attack.&lt;br /&gt;
#&#039;&#039;&#039;Gilded Horns:&#039;&#039;&#039; After a charge, pick an enemy unit within 1&amp;quot; and roll a number of dice equal to your charge roll. For every 5+ inflict one mortal wound to the enemy unit&lt;br /&gt;
#&#039;&#039;&#039;Gliph-etched Talisman:&#039;&#039;&#039; The bearer can unbind a spell for turn like a &#039;&#039;&#039;WIZARD&#039;&#039;&#039; &lt;br /&gt;
#&#039;&#039;&#039;Blackened Armor of Chaos:&#039;&#039;&#039; The bearer ignores mortal wounds on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Champion&#039;s Doomcloak:&#039;&#039;&#039; Add 2 to charge rolls for the bearer. &lt;br /&gt;
#&#039;&#039;&#039;Herdstone Shard:&#039;&#039;&#039; &#039;&#039;&#039;BULLGOR&#039;&#039;&#039; units wolly within 6&amp;quot; from the bearer trigger the Bloodgreed ability on a roll of 5 or 6.&lt;br /&gt;
&lt;br /&gt;
====Spoils of the Thunderscorn====&lt;br /&gt;
#&#039;&#039;&#039;Ancestral Azyrite Blade:&#039;&#039;&#039; One of the bearer&#039;s weapons gets 2 better rend.&lt;br /&gt;
#&#039;&#039;&#039;Lightning-chained bracers:&#039;&#039;&#039; The bearer can reroll hits, all of your &#039;&#039;hits&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Thunderstrike Lodestone:&#039;&#039;&#039; Once per battle you can activate this to gain D3 wounds and deal 1 mortal wound to enemy units within 1&amp;quot; on a 2+.&lt;br /&gt;
#&#039;&#039;&#039;Horn of the Tempest:&#039;&#039;&#039; &#039;&#039;&#039;THUNDERSCORN&#039;&#039;&#039; units wholly within 18&amp;quot; can run and charge.&lt;br /&gt;
#&#039;&#039;&#039;Tanglehorn Familiars:&#039;&#039;&#039; Once per battle you can pick an enemy wizard within 12&amp;quot; in the enemy hero phase. They can&#039;t cast any spell in that phase.&lt;br /&gt;
#&#039;&#039;&#039;Ruinous Icon:&#039;&#039;&#039; The bearer can ignore the effects of spells and endless spells on a 4+.&lt;br /&gt;
&lt;br /&gt;
====Notable Artifacts of the Realms====&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
====Twisted Wilds====&lt;br /&gt;
Brayherd wizards pick a spell from here&lt;br /&gt;
#&#039;&#039;&#039;Viletide:&#039;&#039;&#039; Casting Value 6, an enemy within 12&amp;quot; takes d3 mortal wounds, d6 if within 6&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;Vicious Stranglethorns:&#039;&#039;&#039; cast 7, each enemy within 3&amp;quot; of a terrain takes d3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Savage Dominion:&#039;&#039;&#039; Casting Value 5, pick an enemy &#039;&#039;&#039;MONSTER&#039;&#039;&#039; and if you beat their bravery on a 2d6, they move to the closest model. pick an enemy 1&amp;quot; of it and roll a number of dice equal to the monster&#039;s wound characteristic. on a 4+ the enemy unit takes a Mortal Wound. Extremely punitive if you get to beat the bravery of any monster ( not common because you have to usually do a 7 or more) but if you believe in the dice god and some really fucked shenanigans (Mega-Gargants are low bravery monsters with &#039;&#039;&#039;35 wounds&#039;&#039;&#039;) go for it.&lt;br /&gt;
#&#039;&#039;&#039;Tendrils of Atrophy:&#039;&#039;&#039; Casting Value 6, pick a visible enemy unit within 12&amp;quot;. That units get -1 to save rolls until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Wild Rampage:&#039;&#039;&#039; Casting Value 6, pick a friendly unit within 12&amp;quot;. Until your next hero phase, That unit can reroll to wound in melee but suffers -1 to their save rolls.&lt;br /&gt;
#&#039;&#039;&#039;Titanic Fury:&#039;&#039;&#039; Casting Value 7, pick a friendly &#039;&#039;&#039;Beast of CHAOS MONSTER&#039;&#039;&#039; within 12&amp;quot;. That monster gets +1 attack to every melee weapon it has.&lt;br /&gt;
#* Titanic Fury is best to cast on units with multiple weapons, Chimera, GARGANT, or Gorgons.&lt;br /&gt;
&lt;br /&gt;
====Dark Storms====&lt;br /&gt;
Thunderscorn wizards get one of these.&lt;br /&gt;
#&#039;&#039;&#039;Thunderwave:&#039;&#039;&#039; Casting Value 7, each unit within 3&amp;quot; suffers d3 mortal wounds. Does not affect &#039;&#039;&#039;THUNDERSCORN&#039;&#039;&#039;, &lt;br /&gt;
#&#039;&#039;&#039;Hailstorm:&#039;&#039;&#039; Casting Value 6, pick a visible unit within 21&amp;quot;. Halve its run, charge, and &#039;&#039;move&#039;&#039; characteristic&lt;br /&gt;
#&#039;&#039;&#039;Sundering Blades:&#039;&#039;&#039; Casting Value 7, a friendly unit within 18&amp;quot;. Improve their weapons&#039; rend by 1.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&#039;&#039;&#039;Beasts Of Chaos Only:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Doomblast_Dirgehorn.pdf Doomblast Dirgehorn]:&#039;&#039;&#039; Subtract 1 from hit rolls for attacks made by units within 3&amp;quot; of this model. &#039;&#039;&#039;BEASTS OF CHAOS&#039;&#039;&#039; models are not affected. Grows by 3&amp;quot; at the start of each battle round. This one is pretty damn cool but comes with the problem of having a casting value of 6 and thus being fairly easy to dispell.&lt;br /&gt;
** On the other hand, it presents the opponent with the interesting dilemma of either wasting his casting attempts to dispel it or letting it get bigger and bigger.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Wildfire_Taurus.pdf Balefire Taurus]:&#039;&#039;&#039; A big horde cleaning Endless Spell. It moves 12&amp;quot; a turn and has the Fly keyword. Anything it moves over or ends within 1&amp;quot; of it takes D3 Mortal Wounds, and if the unit has more than ten models, it takes D6 Mortal Wounds instead. Furthermore, Units it damages must fight last at the end of any Combat Phase. While brutal in most situations, it really shines when cleaning up blobs of infantry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ravening_Direflock.pdf Ravening Direflock]:&#039;&#039;&#039;Spawns three tokens of evil Chaos murderbirds. Anything that is not a &#039;&#039;&#039;BEASTS OF CHAOS&#039;&#039;&#039; unit within 6&amp;quot; of one of these tokens has their Bravery reduced by -2. However, if any unit finishes a move within 1&amp;quot; of the tokens, they have to set the Tokens up again somewhere within 3D6&amp;quot; of the place they were previously.&lt;br /&gt;
** These are phenomenal, especially since it only requires a &#039;&#039;&#039;BEASTS OF CHAOS&#039;&#039;&#039; Wizard to cast it, but not Beasts of Chaos Allegiance. Find some nice Bravery gimmick and add these birds to increase its effectiveness exponentially.&lt;br /&gt;
** Nurgle comes to mind. Have a Nurgle General with Hideous Visage and Carrion Dirge, then a friendly bray wizard to zap in the crows. Under all 3 effects, enemy units will have -6 bravery! But keep in mind your General will certainly also be in range of the crows....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slaanesh Only:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Wheel_Of_Excruciation_ENG.pdf Wheels of Excruciation].&#039;&#039;&#039; Predatory Spell with 12&amp;quot; flying movement. Casting Value 5. Set up within 6&amp;quot; of the caster and immediately make a move with it. Roll 6 dice for each unit passed. For each roll that is lower than the unit&#039;s save, they take a mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Mesmerising_Mirror_ENG.pdf Mesmerising Mirror].&#039;&#039;&#039;Predatory Spell with 6&amp;quot; flying movement. Casting Value 6. Set up within 18&amp;quot; of the caster. &#039;&#039;Does not affect &#039;&#039;&#039;CHAOS SLAANESH&#039;&#039;&#039;&#039;&#039;. Units that start a move within 12&amp;quot; of the model suffer D3 mortal wounds unless they end closer to the mirror than when they started.&lt;br /&gt;
**Also, after the model moves or is set up, roll 6 dice for each hero within 6&amp;quot;, rolling separately. For each 6, the hero takes n-squared mortal wounds. Even though this part of it can do 36 mortal wounds to an enemy hero, the odds of that are 1 in 46656. Don&#039;t bank on it. Does 1.83 mortal wounds on average and has a 33.5% chance of doing nothing, with a 60.3% chance of doing 1-4 Mortal Wounds and a 5.35% chance of doing 9 mortal wounds. You will note that it has about a 6% chance of killing a footslogging hero and less than a 1% chance of killing a 10+ wounds hero.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Dreadful_Visage_ENG.pdf Dreadful Visage].&#039;&#039;&#039; Predatory Spell with 8&amp;quot; flying movement. Casting Value 7. Set up within 12&amp;quot; of the caster and immediately make a move with it. After it moves, pick the closest unit and roll 6 dice. For each 4+, they take a mortal wound.&lt;br /&gt;
**Also, this model gives -1 bravery to units within 12&amp;quot; unless they are &#039;&#039;&#039;CHAOS SLAANESH&#039;&#039;&#039;, in which case they get +1 bravery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tzeentch Only:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Burning-Sigil-of-Tzeentch-en.pdf Burning Sigil of Tzeentch]:&#039;&#039;&#039; (40pts) Summons a floating 12&amp;quot; bubble of RANDOM, with a mix of results helpful and harmful to a single unit. (d3 MWs that risks a Chaos Spawn if someone dies, halved movement, d6&amp;quot; movement after running, +1 attacks, or -1 to hit) The issue is that this sigil cannot move on its own, meaning that you really need to find a good place to set it up and then pray some more that Tzeentch blesses your rolls for the right results.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tome-of-Eyes-en.pdf Tome of Eyes]:&#039;&#039;&#039; (40pts) Summons a magical book that becomes part of the caster&#039;s unit. Alongside letting the caster reroll any casting tests, it lets results of snake eyes or double 6s count as auto-casting with immunity to dispels (though the caster also takes d3 MWs in the process) and grants a special spell that deals mortal wounds and robs the target of 1 point of Bravery for each casualty you deal. What better way to stick it to those filthy rats than to smite them with your evil spellbook and then see them fail battleshock for once?&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Daemonic-Simulacrum-en.pdf Daemonic Simulacrum]:&#039;&#039;&#039; (50pts) This predatory spell has a...thematic move speed of 9&amp;quot;, and each turn it has 9 chances to deal MWs to the closest unit within 6&amp;quot; on a 5+ (4+ if they&#039;re wizards). While the range is nice for a spell that would otherwise be considered underwhelming, it also leaves you very open to the chance of it all being for naught on a bad roll. Potential to backfire horribly if your opponent gets to move it so be wary of positioning.&lt;br /&gt;
&lt;br /&gt;
===Greatfrays===&lt;br /&gt;
If you have a Beasts of Chaos army, you can give it a Greatfray Keyword. This works exactly like the Stormcast version - everyone in your army gains the Keyword, except any named characters (not that you have any right now). On the upside, you get a unique Command Ability, Command Trait, Artifact, and a unique ability. On the downside, your General must take the unique Command Trait, and the first Artifact you give to someone must be your Unique Artifact before you can assign any others. Like the Stormhosts, it&#039;s up to you if you want more freedom to choose, or gain some benefits from having important decisions locked off.&lt;br /&gt;
&lt;br /&gt;
====Allherd====&lt;br /&gt;
*&#039;&#039;&#039;Ability: Bestial Might:&#039;&#039;&#039; Subtract 1 from battleshock rolls made for ALLHERD units in the battleshock phase if they were picked to fight in the combat phase of the same turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Booming Roar:&#039;&#039;&#039; You can use this command ability at the start of your hero phase if your general is on the battlefield. If you do so, you receive 1 Primordial Call point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Dominator:&#039;&#039;&#039; An ALLHERD general must have this command trait. You can re-roll charge rolls made for friendly ALLHERD units wholly within 18&amp;quot; of this general if this general is within 3&amp;quot; of any enemy units.&lt;br /&gt;
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*&#039;&#039;&#039;Artefact of Power: Blade of the Desecrator:&#039;&#039;&#039; The first ALLHERD HERO to receive an artefact of power must be given the Blade of the Desecrator. Pick one of the bearer&#039;s melee weapons. Improve the Rend characteristic of that weapon by 1 for attacks that target a unit of 10 or more models. Improve the Rend characteristic of that weapon by 2 instead for attacks that target a unit of 20 or more models. Attacks made by this weapon cannot have a rend characteristic great than -3.&lt;br /&gt;
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====Dark Walkers====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Shadowbeasts:&#039;&#039;&#039; &#039;&#039;&#039;WARHERD&#039;&#039;&#039; and &#039;&#039;&#039;THUNDERSCORN&#039;&#039;&#039; units in a &#039;&#039;&#039;DARKWALKERS&#039;&#039;&#039; army are considered to have the &#039;&#039;&#039;BRAYHERD&#039;&#039;&#039; keyword for the purposes of the Brayherd Ambush battle trait. In addition, up to half (rounding up) of the reserve units that are set up in ambush can arrive in your second movement phase instead of your first movement phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Savage Encirclement:&#039;&#039;&#039; at the end of the movement phase, remove a unit 9&amp;quot; away from any enemy unit and wholly 18&amp;quot; of a &#039;&#039;&#039;DARKWALKER&#039;&#039;&#039; hero. Remove it and during your next movement phase return it to the field with the usual Deepstrike restrictions.&lt;br /&gt;
** While you can&#039;t ambush most of your Behemoths with your Allegiance ability. You can do deep-strike them with this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Nomadic Leader:&#039;&#039;&#039; Add 1 to run rolls of units wholly within 12&amp;quot;&lt;br /&gt;
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*&#039;&#039;&#039;Artefact of Power: Desolate Shard:&#039;&#039;&#039; The first &#039;&#039;&#039;DARKWALKERS HERO&#039;&#039;&#039; to receive an artifact of power must be given the Desolate Shard. Once per battle, at the start of your hero phase, the bearer can use the Desolate Shard if they are within 3&amp;quot; of a terrain feature. If they do so, roll a dice for each enemy within 1&amp;quot; of that terrain feature. On a 4+ that enemy unit suffers D3 mortal wounds.&lt;br /&gt;
** Works best if you ambush your hero and go after terrain-boosted heroes and mages.&lt;br /&gt;
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====Gavespawn====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Gift of Morghur:&#039;&#039;&#039; If a friendly &#039;&#039;&#039;GAVESPAWN&#039;&#039;&#039; hero dies, you can place a Chaos Spawn within 6&amp;quot; of the dead hero. If said guy had a chaos mark Keyword, the spawn gets it as well.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability: Propagator of Devolution:&#039;&#039;&#039; Pick a &#039;&#039;&#039;GAVESPAWN&#039;&#039;&#039; unit wholly within 12&amp;quot; from a &#039;&#039;&#039;GAVESPAWN&#039;&#039;&#039; Chaos Spawn, at the start of the combat phase. Add 1 attack to all the weapons of that unit until the end of the phase.&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait: Unravelling Aura:&#039;&#039;&#039; The bearer can dispell one spell per turn like a &#039;&#039;&#039;WIZARD&#039;&#039;&#039;. If he already is one, he can dispell one extra time per turn.&lt;br /&gt;
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*&#039;&#039;&#039;Artefact of Power: Mutating Gnarlblade:&#039;&#039;&#039; One of the weapons of the bearer gets +2 damage, but each time you roll a 1 to hit, the bearer gets a mortal wound.&lt;br /&gt;
**Turns the meh Beastlord into a powerful character. And when he inevitably dies, you (likely) get a spawn!&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
&lt;br /&gt;
====Brayherd====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-beastlord-en.pdf Beastlord]:&#039;&#039;&#039; (90pts) Meh, good at taking Hero challenges but to be honest you&#039;re better off with a Shaman and Doombull as a general. He has a situational Command ability that if he kills something in melee, All Brayherd units wholly within 18&amp;quot; and attack after him can re-roll all wound rolls. This upgrades to include all hit rolls if he kills a hero. Take him along with some Gors, Bestegors, or Tzaangors into an ambush to support them. &lt;br /&gt;
**There is a thing to be said for this lil&#039; guy: if you give him the gavespawn artifact, he becomes a very scary hero killer with a potential of 18 wounds per combat phase. The artifact is especially good on this guy since he can reroll those very harmful ones to hit. &lt;br /&gt;
**The Volcanic Axe is also a great artifact on him. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-great-bray-shaman-en.pdf Great Bray Shaman]:&#039;&#039;&#039; (100pts) You need this guy because he is the cheapest Twisted Wilds Caster and he increases the Move of all Brayherd around him by 3&amp;quot;, which is incredible combined with their run+charge musicians. Sure, those first turn charges are still not likely (kinda, since chronomantic cogs exists), but they&#039;re possible thanks to him. His spell, Devolve, which casts on a 7 and just takes an unengaged enemy unit within 18&amp;quot; and pulls it towards your closest unit by 2D6&amp;quot;. Best used to pull the enemy away from objectives, cover, or buffers while improving your Chances for a successful charge. In a brayherd/warherd heavy army, always take at least two.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Shaman-en.pdf Tzaangor Shaman]:&#039;&#039;&#039; (150pts)The mage you want in a Tzaangor-heavy army. Thanks to his Disc, he&#039;s not all that bad in melee, but that is still only a last resort, as he&#039;s too important to risk. The fun part is that he is a 6 wound Mage with high movement and a decent spell: Enemy unit takes D3 Mortal Wounds. Afterward, you can add a Tzaangor to a nearby unit for every model the spell killed. Roast some Saurus Guard and fill up your Beastmen all in the same breath. The Shaman also carries a nice energy drink with him that, once per game, lets him cast twice and re-roll casting rolls while he&#039;s at it.&lt;br /&gt;
&lt;br /&gt;
====Thunderscorn====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-dragon-ogor-shaggoth-en.pdf Dragon Ogor Shaggoth]:&#039;&#039;&#039; (170pts) One of the better picks by a long shot. Gee, that can&#039;t have anything to do with the Shaggoth being one of the most expensive kits in the WoC range, can it? 10 Wounds aren&#039;t all that high, but thanks to his Summon Lightning spell the problem is remedied. The Shaggoth also has an awesome special rule where, if the roll to see who goes first in a turn is a tie, every Dragon Ogre unit, including the Shaggoth, immediately heals D3 Wounds on a D6 roll of 4+. And those ties happen way more often than you expect them to. Also, the Shaggoth has some absolutely devastating attacks in close combat.&lt;br /&gt;
**Consider using him to cast Sundering Blades on greataxe bullgors. Being able to give some of the most heavily armored units in the game no save shouldn&#039;t be overlooked.&lt;br /&gt;
&lt;br /&gt;
====Warherd====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doombull-en.pdf Doombull]:&#039;&#039;&#039; (100pts) The murder cow has a two-handed axe (3x 3+/3+/-2/3). Overall, the Bull an absolute melee monster. His attacks are great and he shares the Bloodgreed ability with his lesser kin - on an unmodified 6 to wound, inflicts an additional mortal wound. Although it may look a bit gimmicky and definitely weaker than some of the absurd stuff that the Stormcasts have access to, it is very much relevant. his Command ability grants a  +1 To Wound roll to a Warherd unit wholly within in a huge bubble. Play him, CHOP EVERYTHING IN HALF. Also, like his lesser kin, he&#039;s very fast with a Move of 7&amp;quot;. &lt;br /&gt;
**If you make him a Gavespawn and give him the unique artifact, his weapon becomes a damage 5 rend -2 nuke on a stick, fairly able to down a big enemy monster in one turn. This is especially good if you take him as part of the Khorne battalion, since he will reroll 1s to hit most of the time.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
&lt;br /&gt;
====Brayherd====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bestigors-en.pdf Bestigors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039; if your General is a Beastlord or Great Bray Shaman, Min10 Max:30 120/300pts). Silly armor-wearing tits, comparable to Freeguild Greatswords but better, they aren&#039;t a hammer unit like Gorebulls, but they do better at killing and most masses of Gors with shields will create a fair tarpit. If only we had access to good ol&#039; pestigors, now they did their job. This unit got quite the fuckin buff in the new book and can easily put out a pretty scary amount of rend -1 wounds on the charge, especially if they are infantry (that will almost always have at least 10 models, if not they are going to die anyway to them) or &#039;&#039;&#039;ORDER&#039;&#039;&#039; units. Spells and command abilities can buff them even more, to the point of being overkill. If you run Brayherd don&#039;t look further for Battleline units, this is where the blood flows.&lt;br /&gt;
** As tempting as it is to run 30 man units for Horde Discount, 32mm bases and very unwieldy model numbers make MSU Bestigors the more obvious choice. 3 10 man units are far more flexible than 1 30 man unit.&lt;br /&gt;
** Chronomantic Cogs and a Bray Shaman general of the Darkwalkers Greatfray using At The Double command ability for a total movement of 19&amp;quot; will nearly guarantee the first turn charge. A group of 20 of these on the charge will obliterate the first unit that they come into contact with, so make sure it&#039;s more valuable than them.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Gors.pdf Gors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039;, Min10 Max:30 70/200pts) Your Default mass melee infantry. The first thing you notice is that Gors are pretty fast, pretty tough and not too killy to start out. gains +1 attack if the unit is +20 models.  All in all, they&#039;re good. Either +4 melee save with shields or decently killy and still pretty survivable with two weapons. Though be advised that they painfully miss a spear-option, so while sizes of 20 to 30 are encouraged, never go beyond that, as you can never attack in two rows. Also, if you stack on the buffs, they can go from 1 attack at 4+/4+/-/1 up to 2 attacks at 3+/3+/-/1 that reroll 1s To Hit and To Wound. Sweet.&lt;br /&gt;
** There is some confusion about Gor&#039;s true role. They are obviously not as punchy as Bestigors (who are only a mere 30pt upgrade, and also can be battleline with brayherd general so the Battleline argument can&#039;t be used) and they can&#039;t Horde as well as Ungors (32mm bases screws units with 1&amp;quot; weapons). Their +1 attack buff works at 20+ models, which really means taking 30 of them since one shooting phase screws 20 man units, and huge units have their own issues (ask khorne players how fun it is to take huge hordes of 32mm based bloodreavers). Unless you&#039;re really attached to taking Gors, either A. Bestigors are worth the point bump for power, or B. Ungors are your better chaff option that can actually output more attacks with their 25mm bases and 2&amp;quot; spears. &lt;br /&gt;
**A potential option for them given their cheaper price than Bestigors and better durability than Ungors would be as hardy objective and backfield holders. With their relatively good save in combat in large enough squads they can be surprisingly hardy and can make good charge breakers and objective defenders so more killy units like Minotaurs or Bestigors can mop up after. In essence, leave the actual killing to the Bestigors and leave the role of cannon-fodder to the Ungors. The Gors are your hardy shield-wall from enemy counter-attacks.&lt;br /&gt;
**They went down in points to 70....but for some godforsaken reason their horde discount is 200. Aka 10pts cheaper than 210. Gors would have been so much more palatable at 180pts. I guess someone at GW was like &#039;&#039;&amp;quot;ooooh nooo! gors can&#039;t be cheaper than ungors!&amp;quot;&#039;&#039;. Most pointless horde discount in the game confirmed?&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ungors-en.pdf Ungors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039;, Min10 Max:40 60/200pts) Weaker Save than Gors and weaker size bonuses. The main reason you use regular Ungors is so you can sacrifice them to summon more units. The other redeeming factor to these guys is the fact that they can take spears, which let them fight in more rows.&lt;br /&gt;
**Once the Herdstone kicks in, their poor Bravery becomes moot.&lt;br /&gt;
**Ironically Ungors with spears become crazy scary in Slaanesh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangors-en.pdf Tzaangors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039; if your general is a Tzaangor Shaman, Min10 Max:30 180). Incredible. They are slightly slower gors with more attacks and an extra wound. No matter what you equip them with, they will always have a 4+/5+/-/1 beak attack each. Then you can choose between three weapons, twin swords, sword and shield, and Greatsword (only two on every five models can use Greatswords). The shield gives you a nice save-after-the-save, the twin swords get you better hit rolls and the Greatblade only give you 1 attack instead of 2 but at damage 2 and Rend -1. They also have a nice rule where you gain +1 attack to all weapons if you have 9 or more models. Since this stacks nicely with the few strong attacks from the Greatblade, you want Greatblades if you want to go for raw damage output and shields to keep them safe, and they can have one mutant for every 5 models, who always have two blades and make 1 additional hit with them. The good thing? You can mix-and-match so that you can do both! They can also run and charge like normal Beastmen, thanks to their musician and can channel mortal wounds onto enemy units if the Tzaangors have Wizards chilling with them. Having an Arcanite Hero hanging with them also gets them better Wound rolls, so keep that Tzaangor Shaman nearby to buff and replenish. There 0 to no reason to not include them in a Tzeentch Beast army.&lt;br /&gt;
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====Warherd====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Bullgors.pdf Bullgors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039; if your general is a Doombull, Min3 Max:12 140pts). Get the same Bloodgreed rule as the Doombull, а  weapon choice of great axes (2x 4+/3+/-2/3) or axe(s)(3x 4+/3+/-1/2) with the option of an additional axe to reroll hit rolls of 1, or bull shields which add +1 to the save rolls against attacks from melee weapons. These options are in addition to horn attacks made by each bullgor (2x 4+/4+/-/1). But the really interesting trait is their Drummer and Banner Bearer abilities: namely, they respectively give +1 to charge rolls and +1 Bravery for each enemy unit within 12&amp;quot; of them. If you want to go full Warherd, take one unit of each and see which ones perform best, but if you take only one unit of them and a Doombull, you&#039;re going to want great axes.&lt;br /&gt;
** Arguably the dual axes may be the better option for a higher chance of mortal wounds with the additional attack and rerolling 1&#039;s to hit. The loss of rend isn&#039;t that big of a deal as we have many ways of reducing saves already.&lt;br /&gt;
** Other than that, they&#039;re fast, have more raw, balls-out power than almost anything in the game and have lots of Wounds. The high Wound-count combined with the meh Save also means that targeting them with Mortal Wounds will almost feel like a waste to your opponent, which might keep them safe longer.&lt;br /&gt;
**Cynical BoC players say that as cool as Minotaurs/Bullgors are, they&#039;re statistically inferior to Tzaangor Enlightened on Disks. Up to your own experiences though.&lt;br /&gt;
&lt;br /&gt;
====Thunderscorn====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dragon-ogors-en.pdf Dragon Ogors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039; if your general is a Dragon Ogor Shaggoth, Min3 Max:12 130pts). Not bad, either. Five Wounds with a 4+ save, okay Bravery and scary weapons. Each has what is basically a Chaos Knight&#039;s horse bolted to it and in addition fights with a big weapon. You get either Ancient Weapons which are three Double-Hammer Liberators in one, Glaives which exchange 2 attacks with 1 more inch of range and a Rend of -1, or Crushers which only have 3 attacks, but with 2 damage each. Re-roll hit rolls of 1 if wholly within 12&amp;quot; of a Shaggoth.&lt;br /&gt;
**Glaives have an interesting use in that you can hide your dragon ogors behind your 25mm/32mm based guys (just in case may want 2 ranks of 25mm bases to have maximum distance). Enemies with 1&amp;quot; weapons won&#039;t be able to touch your DO, while the glaives let your DO wack enemies (though you do lose your claw attacks).&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
&lt;br /&gt;
====Brayherd====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ungor_Raiders.pdf Ungor Raiders]:&#039;&#039;&#039; (Min:10 Max40 80pts) Same as Ungors, but with bows instead of shields and a basic scouting rule. Don&#039;t think their bows are good, by the way, but the mass of shots really helps.&lt;br /&gt;
**Don&#039;t underestimate 30-40 strong ungor raider units. They can output a surprising amount of dakka (for Beasts anyways, they&#039;re not crossbow freeguild!). Combine this with Desolation battalion (RAW it affects shooting) for some hilarious extra Dakka.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-centigors-en.pdf Centigors]:&#039;&#039;&#039; (Min:5 Max20 80pts) Light Brayherd cavalry unit that can Run and Charge. Fairly useless as the other player can lay down even light fire and wipe them out. Their good to at moving across the board, harassing, tieing down or grabbing an objective but not much else. Each turn you can decide to have them get drunk on beast piss to add +1 to their hit rolls but at the cost of your opponent getting +1 on them.&lt;br /&gt;
**Don&#039;t underestimate these old models. They can be taken in many battalions and are pretty cheap for minimum units. Too bad it&#039;ll cost you an arm and a leg for either official models - or you convert them cheaply from Marauder Horsemen. While chariots may be the better (and cheaper) unit, having some centigors isn&#039;t a terrible idea.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tuskgor-chariot-en.pdf Tuskgor Chariots]:&#039;&#039;&#039; (Min:1 Max4 60/200pts) It&#039;s a chariot. Aside from the fact that the model is painfully showing its age, it&#039;s actually damn good. Lots of Wounds, good Save, tons of attacks that are great on the charge and okay normally. Play three of them and make sure they have a Bray Shaman close to them in your first movement phase. Like Bestigors, its Despoiler Axe can re-roll 1s against Order units and add 1 to hit rolls if the unit has 10 or more units. Fill your army with chariots! they are one of the best beast units! If you don&#039;t like the Tuskgors, simply build your own chariots from Gors, Warhounds and assorted wood splinters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Enlightened-en.pdf Tzaangor Enlightened]:&#039;&#039;&#039; (Min:3 Max9 100pts) Elite Tzaangors on foot. They have a beautiful psychological tool in the &#039;&#039;Guided by the Past&#039;&#039; ability, which grants them full rerolls To Hit and Wound if an enemy unit within 3&amp;quot; has already attacked this turn. This puts your opponent into an unpleasant situation: Either attack them first and give the survivors powerful rerolls or let them attack first and pray he&#039;ll still have models left once they&#039;re done. Nearby Tzaangor Shamans buff the hit rolls of Enlightened spears and beaks by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Enlightened-on-Disc-en.pdf Tzaangor Enlightened on Discs of Tzeentch]:&#039;&#039;&#039; (Min:3 Max9 180pts) Same profile as above with 10&amp;quot; extra Move, Fly, an extra Wound and a massively scary melee profile on top of their own massively scary melee profile.&lt;br /&gt;
**with the point increase as of 2020 these are probably your best value for summoning, especially if you are Allherd.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Skyfires-en.pdf Tzaangor Skyfires]:&#039;&#039;&#039; (Min:3 Max9 200pts) Ranged Elite Tzaangors. These fellows are the unholy cross between a Tzaangor Enlightened, a Kurnoth Hunter and a Warplock Jezzail (guess who did what, I don&#039;t wanna imagine that scene). They have the obscene 16&amp;quot; Movement of the Enlightened, the 24&amp;quot; range of the Kurnoth Hunters and unmodified 6 Hit rolls immediately deal Mortal Wounds. This is even stronger considering close proximity to a Tzaangor Shaman grants them +1 To Hit, and the leader already has an additional +1. You owe yourself a favor playing this guys, considering the rest of your army has an abbysal range damage potential, the archer chickens shine even more.&lt;br /&gt;
&lt;br /&gt;
====Others====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-spawn-en.pdf Chaos Spawn]:&#039;&#039;&#039; (Min:1 Max6 50pts) That Which Must Not Be Named. Not actually terrible anymore, though far from reliable. A Move of 2D6&amp;quot; makes for potentially fast movement. Similarly, 2D6 attacks per Spawn is potentially strong, but even better is the special rule these attacks come with: If you roll a Double, instead of Hitting and Wounding on 4+, you Hit and Wound on 3+. Just think about it, 12 attacks apiece with good Hit and Wound rolls... Also, five Wounds with a 5+ save makes for pretty hardy models. It can also dedicate itself to a chaos god.&lt;br /&gt;
**You&#039;ll need a few of these guys for Gavespawn, even if you go crazy and field 6 heroes to transform.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Chaos_Warhounds.pdf Chaos Warhounds]:&#039;&#039;&#039; (Min:10 Max30 80/210pts) They&#039;re warhounds. Each is just as durable and twice as powerful in combat as a Marauder but without any of the buffs and an awful Bravery of 4. They&#039;re pretty fast, though, so that&#039;s good. Use them with Bulls after they break the lines send in Warhounds to mop them up quickly.&lt;br /&gt;
**Combat wise these guys are TERRIBLE compared to Centigors (who cost the same points). BUT they have one interesting use, the cheapest source of Cavalry sized bases. Wanna prevent ambushing and deep strikes? Have a unit of warhounds make a hilariously long conga line!&lt;br /&gt;
**Honestly Warhounds might be in every third or so army if they were Battleline like other faction hounds (dire wolves and flesh hounds).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cockatrice-en.pdf Cockatrice]:&#039;&#039;&#039; (90pts) It&#039;s a cheap flying monster with a low Wound count of 8. However, because of this low Wound stat, it doesn&#039;t lose effectiveness as it gets damaged. It&#039;s Petrifying Gaze has you pick a unit in range (10&amp;quot;), roll a D6. At 4+, the enemy unit suffers D6 Mortal Wounds. Aside from that, the Cockatrice is okay, not devastating, but nothing you want to see charging your squishy units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-razorgor-en.pdf Razorgors]:&#039;&#039;&#039; (Min:1 Max6 50pts) The bacon missile! A cheap beast that you would somewhat play like a Cairn Wraith. it has 4 wounds, 10&amp;quot; move and 4 above average attacks, that on the charge that deal additional Mortal wounds on unmodified 6s to hit. Razorgors look threating glancing at the warscroll, Making them good Distraction Carnifexes. They are as cheap to field in large numbers.&lt;br /&gt;
**Addicted to ambushing? Razorgors will be able to fulfill your &amp;quot;one unit per ambushing unit&amp;quot; tax very cheaply.&lt;br /&gt;
&lt;br /&gt;
===Behemoth===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chimera-en.pdf Chimera]:&#039;&#039;&#039; (220pts) Very fragile, but very fast and extremely damaging, with four weapon profiles in melee after a flame breath. The flame breath is D6 MORTAL wounds at full health. That&#039;s the equivalent of &#039;point-click-die&#039; to any lone heroes if your opponent is stupid enough to allow this beast to go unmolested too long for it to get close to his lines. As well as that, it has a number of different weapon profiles. The leonine head is 3 attacks, 4+/3+ with a -1 rend and D6 damage at full health, this alone is pretty brutal. The avian head is also 3 attacks, except with a 3+/4+ and (at full health) -3 rend, D3 damage, the dragon head is basically a middle ground between the other two; 3 attacks with a 4/4+, -1 rend and 2 damage. Also has 6 meh attacks with no rend from claws and tail. All in all, this has the potential to be an absolute beast and can very easily maul a lot of things in one turn of combat. The problem is ensuring it gets there as it&#039;s 5+ save won&#039;t do a huge amount to block any artillery fire that&#039;s aiming at it unless you have other deadlier choices. A good tactic is to get it a Re-roll saves of 1 and then send it up the flank to any priority targets. D6 mortal wounds can get slapped on in advance and then charge it in to finish it off if it&#039;s still moving. It also gets +2 to charge rolls so this makes doing so a little easier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cygor-en.pdf Cygor]:&#039;&#039;&#039;(140pts) Can unbind two spells in each Hero Phase: If he manages to do it, he deals a mortal wound to the caster healing a wound for himself. He can also reroll hit rolls when attacking wizards, which he really really needs, having Hit rolls of 4+ across the board. Two of them can add some okay shooting, but the fact that the damage table influences his range makes him unreliable at best.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ghorgon-en.pdf Ghorgon]:&#039;&#039;&#039; (160pts) Same Blood Frenzy as Doombull and Bullgors, but deals d3 mortal wounds on an unmodified 6. Also, he can slay a specific model within 1&amp;quot; after he makes all his attack if he rolls a dice equal or greater than its wounds characteristic, do remember that it&#039;s a &#039;&#039;model&#039;&#039; so you can chomp on any leader or musician you can get your grubby hands on. This thing is your sledgehammer, with insanely strong attacks, but very slow for a monster. If you manage the charge and a Doombull is nearby, this thing can rip apart whole units, otherwise, it will stop cannonballs with its face for two turns and then die. &lt;br /&gt;
** If you are using the Darkwalker Greatfray, then you can ambush this badboy up your opponent&#039;s ass with quick ease and with an entourage of other &#039;&#039;&#039;WARHERD&#039;&#039;&#039; to support it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-jabberslythe-en.pdf Jabberslythe]:&#039;&#039;&#039;(160pts) It screams [[Distraction Carnifex]]. A fast flying monster with 10 wounds, -2 rend attacks, acid blood that mortal wounds enemies that wound it on 4+. Its unique gimmick is that at the start of the hero phase, each enemy within 6&amp;quot; can&#039;t do anything on a roll of 6. This monsters goal is to draw in an enemy fire while getting in the center of enemy lines to disrupt formations. The threat of being shut down for a turn is unlikely, it’s still credible, so use it to chase units out of position.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-gargant-en.pdf Chaos Gargant]:&#039;&#039;&#039; (170pts) he can instant kill a model before attacking if you roll on a D6 a number that is double or more than that model&#039;s wounds. When you roll a double on a charge (or when he dies) you and your opponent throw a dice to decide the direction he will fall and every unit that would be squished in a 2&amp;quot; radius within 3&amp;quot;, suffers D3 mortal wounds. If he is dead he just dies, if he was charging he just rises up again and doesn&#039;t charge. Also, gain the ability to take a mortal wound if near a Beast of Chaos hero in exchange for +1 attack to all his weapons.&lt;br /&gt;
**Wack him with your hero and stack Titanic Fury, suddenly the humble gargant has 6 extra attacks with 2 of his weapons normally being 1 attack wonders. Not as cool as Titanic Fury on a Chimera though.&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Herdstone.pdf Herdstone]:&#039;&#039;&#039; This big ass untraversable piece of scenery exudes not one but two nasty ass auras, both with a 6&amp;quot; range, one that make your guys autopass battleshock tests if wholly within the range and the other lowers enemy save stat by 1. Already pretty good rigth? Well, what if I told you that said auras increase their range by 6&amp;quot; each turn? Yikes. Enjoy your 24&amp;quot; no battleshock and basically +1 rend bubble at turn 4. Also you can use it to sacrifice your poor ungors with the Primordial Call mechanic.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brass Despoilers (180 p)&#039;&#039;&#039; (Min: 620.pt. Max: 10770.pt.) &#039;&#039;1-4 combination of Beastlord and Doombull; 3-8 combination of Bestigors, Bullgors, and Gors; 0-8 combination of Centigors, Dragon Ogors, or Tuskgor Chariots; 0-2 combination of Cygors or Ghorgons.&#039;&#039; &lt;br /&gt;
**Give all units in this Battalion the &#039;&#039;&#039;Khorne&#039;&#039;&#039; Keyword and grants them re-roll hit rolls of 1 if the unit is wholly within 9&amp;quot; another unit from this Battalions. Also once per battle, during the hero phase, you can extend the re-roll ability to also include all failed wound rolls until the next hero phase.&lt;br /&gt;
***Might as well just pick Bullgors instead the other gor flavors. This battalion does not include any wizard (wonder why...) so no Bray Shamans, so no extra movement.&lt;br /&gt;
***Well nothing prevents you from simply fielding separate wizards, just that they won&#039;t be part of the one drop.&lt;br /&gt;
**Pair up units of centigors for scarily accurate flankers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phantasmagoria of Fate (180 p)&#039;&#039;&#039; (Min: -.pt. Max: -.pt.) &#039;&#039;1-4 combination of any Beast of Chaos Hero; 3-9 combination of Bestigors, Gors, Tzaangors, Ungors, Ungor Raiders; 0-9 combination of Bullgors, Centigors, Dragon Ogors, Tzaangor Enlightened, Tzaangor Skyfires, Tuskgor Chariots; 0-2 combination of Cygors or Ghorgons.&#039;&#039; &lt;br /&gt;
**Give all units the &#039;&#039;&#039;Tzeentch&#039;&#039;&#039; keyword and non-wizards can unbind spells within 9&amp;quot; as if they were wizards. &lt;br /&gt;
***Might just as well use only Tzaangors, over regular shaggies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pestilent Throng (180 p)&#039;&#039;&#039; (Min: 470.pt. Max: -.pt.) &#039;&#039;1-4 combination of Beastlord, Dragon ogor Shaggoth, Doombull, Great Bray Shaman; 3-7 combination of Bestigors, and Gors, Ungors, Ungor raiders; 0-7 combination of Bullgors Centigors, Dragon Ogors, or Tuskgor Chariots; 0-2 combination of Cygors or Ghorgons.&#039;&#039; &lt;br /&gt;
**Give all units in this Battalion the &#039;&#039;&#039;Nurgle&#039;&#039;&#039; Keyword and when one of the Battalion units are destroyed, enemy units within 7&amp;quot; take a mortal wound on a 2+.&lt;br /&gt;
**Field 7 single unit of chariots as part of the battalion for 7 amazingly cheap and surprisingly punchy nurgle bombs.&lt;br /&gt;
**Combine this with Gavespawn. Then field 4 Beastlords and send them straight into the enemy. They might actually get a few kills before blowing up in a nurgle shower, then having a spawn take their place (sadly won&#039;t further explode). Maybe if you have the points up them into Doom Bulls for more threatening and bigger base nurgle bomb into spawn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Depraved Drove (150 p)&#039;&#039;&#039; (Min: -.pt. Max: -.pt.) &#039;&#039;1-4 combination of Beastlord, Dragon Ogor Shaggoth, Doombull, Great Bray Shaman; 3-6 combination of Centigors, Gors, Tuskgor Chariots, Ungors, Ungor raiders; 0-6 combination of Bestigors, Bullgors , Dragon Ogors; 0-2 combination of Cygors or Ghorgons.&#039;&#039; &lt;br /&gt;
**Give all units in this Battalion the &#039;&#039;&#039;Slaanesh&#039;&#039;&#039; Keyword and Re-roll failed charge roll if the unit is within 12&amp;quot; of an enemy hero with an Artifact and re-rolls To-Hit if the target has an Artifact.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Desolating Beastherd (150 p)&#039;&#039;&#039; (Min: 640.pt. Max: 5330.pt.) &#039;&#039;1 Beastlord or Doombull, 1-3 Great Bray-Shamans, 1-3 units of Bestigors or Bullgors in combination, 1-3 units of Gors or Tuskgor Chariots in combination, 2-6 units of Ungors or Ungor Raiders in combination, 0-1 Ghorgon or Cygor.&#039;&#039;&lt;br /&gt;
**  If the unmodified hit roll for an attack made by a unit from this battalion that is wholly within enemy territory is 6, that attack scores 2 hits on that target instead of 1. Make a wound and save roll for each hit.&lt;br /&gt;
**Hilarious with Ungor Raiders as THEY have to be in the enemies territory but NOT the enemy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hungering Warherd (150 p)&#039;&#039;&#039; (Min: 950.pt. Max: 2790.pt.) &#039;&#039;1 Doombull, 3 Bullgors, 1-3 combination Cygor or Ghorgons &#039;&#039;&lt;br /&gt;
** Gives a +3&amp;quot; to pile ins.&lt;br /&gt;
** This sounds neat! But doesn&#039;t change the actual range of pile in &amp;quot;range&amp;quot;. You still have to be able to pile in to get the bonus pile in range, so you can&#039;t be 6&amp;quot; away and then pile in 6&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Marauding Brayherd (180 p)&#039;&#039;&#039; (Min: 970.pt. Max: 8100.pt.) &#039;&#039;Beastlord, 1-3 Great Bray-Shaman, 2-6 combination Bestigors or Tustgor chariot, 3-9 Gors, 4-12 Combination Ungors, Ungors Raider, or Centigor&#039;&#039;&lt;br /&gt;
**  Give +1 to charges to Brayherd unit are set up on the table.&lt;br /&gt;
** Whoever made this battalion apparently didn&#039;t read the other battalions despite them existing in the nearby pages. Why? because not only does this battalion cost quite a bit (more than the Desolation Beastherd) but requires an INSANE amount of units taxes. 3 gor units and 4 ungor unit is very hefty, especially for an ability that only works once (or twice with Dark Walkers). Meanwhile most other battalions in the book just need 3-4 units minimum.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderscorn Stormherd (160 p)&#039;&#039;&#039; (Min: 790.pt. Max: 5770.pt.) &#039;&#039;1-3 Dragon Ogor Shaggoths, 3-9 units of Dragon Ogors &#039;&#039;&lt;br /&gt;
** During Each of your Hero phase, units from the Battalion heals 1 wound on a 4+, then enemies within 1&amp;quot; take 1 mortal wound on a 4+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Start Collecting Box)&#039;&#039;&#039; (Min: 460.pt. Max: 500.pt.) &#039;&#039;1 Great Bray-Shaman, 1 unit of Ungors or Ungors Raider, 1 unit of Bestigors, 1 unit of Cygor or Ghorgon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Older Formations:&lt;br /&gt;
&lt;br /&gt;
==Army building==&lt;br /&gt;
&lt;br /&gt;
* 3 start collecting boxes and a Herdstone is a pretty good start. Around 1400-1500 points. &lt;br /&gt;
* A shaman or two (at least) is practically mandatory must, he&#039;ll buff your shaggymen or debuff enemy units to piss off your opponent.&lt;br /&gt;
* Bullgors, in groups of 6 are great at charging the enemy and breaking lines.&lt;br /&gt;
* 20-40 Ungors. Not really good at anything except holding ground, soaking up potentially devastating charges and getting fed into the grinder for more Call points - but that&#039;s enough. Don&#039;t ever bother with but giving them bows or spears. Useful for cheap summons that can outflank on later turns and capture an objective near the end of the game. Keep them in range of your Herdstone and you&#039;ll get much more use out of them than their mediocre bravery would suggest. &lt;br /&gt;
* Bestigors are amazing at dismantling stuff on the charge, especially order units - just don&#039;t let them get charged, because they will go down hard if this happens.&lt;br /&gt;
* 0 or 30 Gors. Either go big with a unit with a huge number that can maul things, or don&#039;t bother with them at all. Don&#039;t use them as charge breakers - you have Ungors for that. &lt;br /&gt;
* Cygors, take two or three, useful to have some long range siege weapons and great at annoying enemy wizards.&lt;br /&gt;
* Have fun with your big monsters. Chimeras and gargants are particularly fun, and can be devastating if supported by some buffs. Both of the big cows are worth the points investment most of the time, and the rest of the monsters are kinda meh, but don&#039;t cost too many points either.&lt;br /&gt;
&lt;br /&gt;
* A note on dragon ogors - they suck. They&#039;re not worth the monetary OR points investment, unless you&#039;re a huge fan of the models and just want to push them around on the battlefield. They just don&#039;t do much, even when they are well supported. The Shaggoth looks like he could be monstrous, but is actually inferior to a doombull. &lt;br /&gt;
&lt;br /&gt;
*For a general non-tzeentch themed list consider the following:&lt;br /&gt;
***General of your choice&lt;br /&gt;
***Ungors/Chaos Warhounds - for scouting and screening&lt;br /&gt;
***Large unit of Bestigors/a couple of ghorgons/some units of bullgors - for the actual killing&lt;br /&gt;
***Spawn/other chaff unit - cheap backfield objective holding&lt;br /&gt;
***Don&#039;t bother with battalions, unless you mean to take the Khorne, Nurgle or Tzeentch one. Those three are excellent, the others are... interesting, but clunky at best and downright ridiculously bad at worst.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;[[Age_of_Sigmar/Tactics/Chaos/Slaves_to_Darkness | Slaves to Darkness]]&#039;&#039;&#039;: Only them. Warriors and Knights are always good picks in any army it can use them. This guys are even better with marked Beasts, since you can share the god keyword for funny shenanigans.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;One-Eyed Grunnok&#039;&#039;&#039;: A Warstomper Mega-Gargant available to all Chaos factions. Recruit a your own monstrous centerpiece at the cost of your entire allied points allowance. He’s a best used right in the heat of combat where he can throw enemies at each other and disrupt enemy formations. Re-rolls jump attacks of 1, plus enemies get -1 to hits on previous jump attacks of 6.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
For the Nurgle battalion you can take a bunch of minimum size units and smash them into opponents for a ton of free splash mortal wounds. Take Gavespawn for extra hilarity to have some of those bombs become spawn.&lt;br /&gt;
&lt;br /&gt;
For how efficient the primoridal call points are, alot of value can be generated by having a bray-shaman sacrifice ungors near the herdstone. You can easily get 3 to 4 points on in your first hero phase and summon a new unit off the bat. Chariots make a good choice as they cost 3 primordial call points but cost 60 matched play points and with the ability to reroll charges you might even be able to charge with it the turn it comes out. Chaos spawn are another choice at 3 point for 50 matched play points.&lt;br /&gt;
&lt;br /&gt;
A unit of 10 ungors can fill a battle line slot and provide cheap wounds for your blood sacrifices.&lt;br /&gt;
&lt;br /&gt;
===External links===&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
[[Category: Age of Sigmar/Tactics]]&lt;/div&gt;</summary>
		<author><name>2001:8003:2385:EF00:35EA:8438:EC39:E97C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24445</id>
		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24445"/>
		<updated>2020-12-26T06:05:57Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:2385:EF00:35EA:8438:EC39:E97C: /* Pros */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Ossiarch Bonereapers|Logo=Immortis-WC2.jpg|Alliance=Death|Motto=The Skeleton War is upon us! We ride against the fuckboys!}}&lt;br /&gt;
&lt;br /&gt;
Get ready to send a chill down your opponent&#039;s spine, for this is no time to be humerus.  Nagash is rising, and he has a bone to pick with the Mortal Realms!&lt;br /&gt;
&lt;br /&gt;
==Why play Ossiarch Bonereapers?==&lt;br /&gt;
* They&#039;re SPOOKY SCARY SKELETONS! &lt;br /&gt;
* You liked playing super-elite units like Blood Knights? Well you now play a different elite FACTION!&lt;br /&gt;
* You miss the Tomb Kings and this is as close as it gets for now with a vulture being called a Carrion, undead constructs and a war machine that hurls flaming skulls.&lt;br /&gt;
* They collect protection payments of bone like a skeletal version of the Mafia.&lt;br /&gt;
* Part of the reason for their existence is to troll Sigmarines.&lt;br /&gt;
* If you want a sneak peek at what society would be like if Nagash wins, they&#039;re a good indicator of that.&lt;br /&gt;
* You&#039;re sick of those magic-heavy armies like Tzeentch&#039;s forces, the Lizardmen and the Lumineth, and want to put them in their place with the Null Myriad Bonereaper Legion.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* [[Awesome|&#039;&#039;&#039;Immunity to Battleshock, baby!&#039;&#039;&#039;]].  Not just bravery 10, the Bonereapers do not take battleshock tests.  They have no guts, but they&#039;re braver than everyone else.&lt;br /&gt;
* Excellent at debuffing their enemies in various ways, especially their bravery (spells, Morghasts...)&lt;br /&gt;
* Conversely, they have numerous ways to buff themselves. &lt;br /&gt;
* Very durable, and various ways to boost that to the point of being arguably the most durable army in the game.&lt;br /&gt;
* Point-for-point, they have some of the strongest warscrolls of the game as few units can beat their ossiarch counterpart (Mortek Guard and Kavalos Deathriders are strong contenders for best battleline units in the game).&lt;br /&gt;
* They use the Relentless Discipline Points mechanic (also called RDP)  instead of Command Points.  Things that screw with CP won&#039;t work on them.  Despite this, they still benefit from Command Abilities.&lt;br /&gt;
* They&#039;re a Death army that isn&#039;t reliant on Heroes.  Unit champions have the HEKATOS keyword, which gives a smaller radius of 6+ Deathless saves and allows them to use RDP abilities.  Certain elite units are also HEKATOS, so they can function completely independently.&lt;br /&gt;
* Almost everything is 3+ to hit, with various ways to boost it.&lt;br /&gt;
* With the Crematorians Bonereaper Legion, your guys can take enemies down with them when/if they&#039;re slain - the more they attack you, the more they die!&lt;br /&gt;
* Nagash and [[Arkhan the Black|bro-tier mini-Nagash]] are part of the army roster; [[Awesome|they also benefit from keywords and Battle Traits]].&lt;br /&gt;
* Numerous characters and a unit that can heal anything in your army - including themselves - or bring back dead models.&lt;br /&gt;
* Our Endless Spells are awesome.  Not only that, they&#039;re soul linked, so no friendly fire and they&#039;re always under the casting player&#039;s control.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow (though there are a few abilities to mitigate this).&lt;br /&gt;
* Shooting is almost non-existent.  Apart from the amazing Mortek Crawler, you only have the Gothizzar Harvester&#039;s shooting and Nagash&#039;s laser eyes. &lt;br /&gt;
* No extra protection against shooting beyond certain spells.  Shooting armies tend to really hurt the Ossiarchs (especially the Kharadron Overlords).&lt;br /&gt;
* The army&#039;s quite straightforward and lacking in useful tricks.  There&#039;s no summoning, deepstrike or special combat mechanics like striking twice.  Any decent opponent knows what you will do.  There is a teleportation mechanic, but it&#039;s very gimmicky, limited and requires a lot of cunning to get something out of it.&lt;br /&gt;
* Limited means to deal Mortal Wounds.  Ossiarchs tend to bounce on really armored units if stalkers aren&#039;t around.  This can be mitigated with MW dealers like the Crematorians Legion and anyone with &amp;quot;Kavalos&amp;quot; in their name, but still relies a lot on the dice.  &lt;br /&gt;
* Magic is average and mostly around buffing allies and debuffing enemies. Sure, Nagash and Arkhan are there, but the magic lore is still unimpressive, especially compared to real magical factions (looking at you, Tzeentch and Seraphon).&lt;br /&gt;
* Low model count, slightly mitigated by having the means to bring back (re)dead models.&lt;br /&gt;
* No allies apart from the Mega-Gargant Drogg; their foreign policy makes the Daughters of Khaine look like the Stormcast Eternals (can still have mercenaries though - unless you bring Nagash or Arkhan). &lt;br /&gt;
* If you know Greek, it&#039;ll be hard to take any unit or hero with &amp;quot;Kavalos&amp;quot; in their name seriously.&lt;br /&gt;
* Hope you like bone puns.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Ossiarch Bonereapers}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;Ranks Unbroken by Dissent:&#039;&#039;&#039; [[Awesome|Do not take battleshock tests for friendly OSSIARCH BONEREAPER units]].  Yes, you read that right, immunity to Battleshock.  Your enemy&#039;s only options are killing, flee or be killed. In addition, you do not generate Command Points. Instead, you generate Relentless Discipline Points at the start of each battle round but lose them when you generate your next batch (they should be all spent before that happens).&lt;br /&gt;
**Generate a  Relentless Discipline Point if:&lt;br /&gt;
*** EACH {{AOSKeyword|Ossiarch Bonereapers Hero}} - 1&lt;br /&gt;
*** EACH Warscroll Battalion - 1&lt;br /&gt;
*** EACH Friendly {{AOSKeyword|LIEGE}} - 1&lt;br /&gt;
*** If KATAKROS is the general and on the battlefield - 3&lt;br /&gt;
*** Roll a die for each UNIT with the {{AOSKeyword|OSSIARCH BONEREAPERS}} keyword, including the previous {{AOSKeyword|HEROES}}.  On a 6, you get 1.&lt;br /&gt;
**Unfortunately, you can&#039;t use the Generic or Scenario command abilities (rerolling Run, charge, shooting rolls) but you have a ton of CAs that will Guzzle your DP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathless Warriors&#039;&#039;&#039;: It&#039;s Deathless Minions from Legions of Nagash, albeit with a rename. It allows you to ignore wounds and mortal wounds on a 6+. However, you&#039;ll be able to get more mileage out of it than other Death armies, as any unit wholly within 12&amp;quot; of a {{AOSKeyword|BONEREAPERS  Hero}} or 6&amp;quot; of a Hekatos (i.e: the leader for your battlelines) count for the ability, removing the need to have your Heroes babysitting your units.  Units that are {{AOSKeyword|HEKATOS}} (elite bone warriors units) always benefit from the ability, allowing them to strike out entirely unsupported.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Advance (CA)&#039;&#039;&#039;: In Movement Phase. Pick 1 unit within X&amp;quot; of a hero or hekatos. +3&amp;quot; movement. It can still run OR charge. You cannot pick the same unit more than once per phase.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&lt;br /&gt;
====Liege-Kavalos====&lt;br /&gt;
*&#039;&#039;&#039;Ancient Knowledge:&#039;&#039;&#039; While on the battlefield, get an extra RDP at the start of the battle round. &lt;br /&gt;
*&#039;&#039;&#039;Immortal Ruler:&#039;&#039;&#039; Deathless Warrior trait works on a 5+ for this general.  Always good.&lt;br /&gt;
*&#039;&#039;&#039;Dark Acolyte:&#039;&#039;&#039; Becomes a 1 cast/unbind {{AOSKeyword|WIZARD}} with one Mortisan Lore spell.&lt;br /&gt;
*&#039;&#039;&#039;Peerless Warrior:&#039;&#039;&#039; Melee wound rolls of 6 deal an extra mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Hatred of the Living:&#039;&#039;&#039; +1 to hit in melee (including their mount) against non-{{AOSKeyword|DEATH}} units.&lt;br /&gt;
*&#039;&#039;&#039;Life-stealer:&#039;&#039;&#039; If they kill any models in combat, heal 1d3 wounds at the end of that phase.&lt;br /&gt;
&lt;br /&gt;
====Mortisan====&lt;br /&gt;
*&#039;&#039;&#039;Ancient Knowledge:&#039;&#039;&#039; While on the battlefield, get an extra RDP at the start of the battle round. &lt;br /&gt;
*&#039;&#039;&#039;Immortal Ruler:&#039;&#039;&#039; Deathless Warrior trait works on a 5+ for this general.  Always good.&lt;br /&gt;
*&#039;&#039;&#039;Dire Ultimatum:&#039;&#039;&#039; -2 to Bravery for enemies within 12&amp;quot;.  Although it requires coordinating a couple of units, you can cause a MASSIVE debuff to enemy Bravery by combining this and the Scroll of Command (see below).  &lt;br /&gt;
*&#039;&#039;&#039;Grave-sand Bones:&#039;&#039;&#039; Knows an extra spell from the Lore of the Mortisans.&lt;br /&gt;
*&#039;&#039;&#039;Oathbreaker Curse:&#039;&#039;&#039; Every time your opponent gets a CP, on a d6 roll of 6 it is lost.  Obviously Katakros does it better, but this does work more than once per turn if your enemy has CP-generating abilities.&lt;br /&gt;
*&#039;&#039;&#039;Soul Energy:&#039;&#039;&#039; You can re-roll casting, unbinding and dispelling rolls, but whenever you do you take a mortal wound.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
*&#039;&#039;&#039;Relics of the Kavaloi (Liege-Kavalos)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Mind Blade:&#039;&#039;&#039; Pick one of bearer’s melee weapons. If unmodified hit roll is a 6, and target is a hero, opponent loses a Command Point and the hero can’t use command abilities for the rest of the battle.  Apart from only working on sixes this is incredible.&lt;br /&gt;
#&#039;&#039;&#039;Lordly Phylactery:&#039;&#039;&#039; Once per battle start of any phase, gain D3 RD points.&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Command:&#039;&#039;&#039; Subtract 2 Bravery from enemy units within 6” of bearer.  Only really recommended if you&#039;re going for Mortis Praetorians (see their Legion description for more information).  Although, a Liege-Kavalos with this, with a Mortisan general with the Dire Ultimatum command trait nearby drops enemy Bravery by a whopping -4!&lt;br /&gt;
#&#039;&#039;&#039;Grave-sand Boneplates:&#039;&#039;&#039; At the end of the combat phase, roll dice for each enemy unit within 3”, on a 4+ that unit suffers a mortal wound.  Vies with Scroll of Command for the second best choice.  &lt;br /&gt;
#&#039;&#039;&#039;Marrow Pact:&#039;&#039;&#039; Once per battle, in hero phase pick one enemy unit within 6” of bearer. On a 3+, unit suffers D3 mortal wounds, heal the same number of wounds.&lt;br /&gt;
#&#039;&#039;&#039;Helm of the Ordained:&#039;&#039;&#039; Add one to hit rolls for attacks made by {{AOSKeyword|BONEREAPERS}} units and mounts while wholly within 12” of the bearer.  One of the best choices for a Liege-Kavalos if including Bonereaper Legion weapons, otherwise it&#039;s the best unless you have a very specific playstyle in mind.    &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tools of the Boneshaper (Boneshapers)&#039;&#039;&#039;&lt;br /&gt;
#&amp;lt;s&amp;gt;Skeleton&amp;lt;/s&amp;gt; &#039;&#039;&#039;Artisan&#039;s key:&#039;&#039;&#039; Before using the bearer’s bone shaper ability, roll a dice and on a 4+ either you can pick two units instead of one, or the same unit twice within 6”.  The best of the three by a narrow margin.&lt;br /&gt;
#&#039;&#039;&#039;Lode of Saturation:&#039;&#039;&#039; At the start of the Hero phase, choose a unit within 1”, deathless warrior battle trait on 5+ instead of 6.&lt;br /&gt;
#&#039;&#039;&#039;Crafter Gems:&#039;&#039;&#039; Hero phase, heal up to 3 wounds. Once the total wounds healed in the battle is 3 you cannot use it any longer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Treasures of the Soulmason (Soulmasons)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gothizzar Cartouche:&#039;&#039;&#039; +1 to melee wound rolls for units wholly within 9” of bearer if target does not have Death keyword.  The best option if you&#039;re not facing {{AOSKeyword|DEATH}} armies.&lt;br /&gt;
#&#039;&#039;&#039;Soul Reservior:&#039;&#039;&#039; +2 to cast, but if casting roll is unmodified 10+ artifact cannot be used again.&lt;br /&gt;
#&#039;&#039;&#039;Thorne of Dzendt:&#039;&#039;&#039; +2 to wounds and +2 attacks for mount. A good all around choice, especially for keeping your chair bound wizard safe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weapons of the Soulreaper (Soulreapers)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Luminscythe:&#039;&#039;&#039; minus 1 for hit rolls targeting bearer. +1 casting rolls for bearer for Lore of Mortisans or warscroll spell.&lt;br /&gt;
#&#039;&#039;&#039;Vial of Binding:&#039;&#039;&#039; Once per battle in hero phase, pick enemy model within 12&amp;quot; of bearer and roll a D6. If roll is equal or greater than the wound characteristic they are slain.  The best choice if you take a Soul Reaper, and the obvious choice for offensive.&lt;br /&gt;
#&#039;&#039;&#039;Guardian Reavesoul:&#039;&#039;&#039; Negate wound on a 5+ instead of 6+ for deathless minions. Can shatter to negate last wound if about to die.  If you&#039;re not taking Vial of Binding, this is the go-to choice.&lt;br /&gt;
&lt;br /&gt;
===Spell Lore===&lt;br /&gt;
#&#039;&#039;&#039;Arcane Command:&#039;&#039;&#039; CV5. Gain D3 Relentless Discipline Points. Nice if you&#039;ve got an extra spell, or had some bad luck with your rolls.&lt;br /&gt;
#  &#039;&#039;&#039;Empower Nadirite Weapons: &#039;&#039;&#039; CV5. Pick 1 {{AOSKeyword|BONEREAPERS}} unit wholly within 24&amp;quot; and visible. Until the start of your next hero phase, the units Nadirite Weapons ability explodes on a 5+ instead of 6, or 4+ if its a {{AOSKeyword|DEATHRIDERS}} attacking with spears after charging.&lt;br /&gt;
# &#039;&#039;&#039;Protection of Nagash: &#039;&#039;&#039; CV6. 5+ FNP for the caster. If any wounds get through your FNP, and the caster isn&#039;t slain, remove them from the battlefield after all wounds have been allocated, and place them anywhere on the board 9&amp;quot; away from enemy models then dispel this spell. Great for getting important casters out of sticky situations, or absolutely hilarious on Nagash if you wanna fuck with your opponent. &lt;br /&gt;
# &#039;&#039;&#039;Reinforce Battle-shields: &#039;&#039;&#039; CV6. Pick 1 {{AOSKeyword|BONEREAPERS}} unit armed with Shields or Nadirite Battle-shields wholly within 24&amp;quot; and visible. Until the start of your next hero phase, they gain a 5+ FNP but only for mortal wounds. Pair this with a gothizzar harvester, the reroll saves command ability for some truly unkillable troops. &lt;br /&gt;
# &#039;&#039;&#039;Drain Vitality: &#039;&#039;&#039; CV6. Pick 1 enemy unit within 18&amp;quot; and visible. Until your next hero phase, reroll unmodified hit and save rolls of 6 made by that unit. Good for blunting a spooky unit&#039;s charge, but less useful than the other options available. &lt;br /&gt;
#  &#039;&#039;&#039;Mortal Contract: &#039;&#039;&#039; CV7. Pick 1 enemy unit within 18&amp;quot; and visible. For the rest of the &#039;&#039;&#039;BATTLE&#039;&#039;&#039;, roll a die at the end of any phase that the unit dealt damage to a friendly {{AOSKeyword|BONEREAPERS}} unit (but only if it was with an attack). On 3+, the cursed unit suffers D3 mortal wounds. Lawdy, this is probably the most obnoxious spell we can sling, if you can remember who you marked the entire game. Great into low unit-count armies.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&lt;br /&gt;
An important distinction to note between these Endless Spells and others that exist is that the ones presented below have the &#039;&#039;&#039;Soul-Linked&#039;&#039;&#039; ability, meaning they always move before Endless Spells without the Soul-Linked ability and are controlled by the casting Player only, meaning your opponent cannot control these Endless Spells to mess with your plans. However on the flip side, the Wizard who cast the spell has a -1 to his casting rolls and cannot cast anymore soul-linked spells while their soul-linked endless spell is up. If the caster dies then the soul-linked spell is also dispelled, so keep him alive if you want the spells to last.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Bone-tithe-Shrieker-en.pdf Bone-tithe Shrieker]&#039;&#039;&#039;: Gives -1 bravery, and +1 to be hit to enemy units within 12&amp;quot; of it. Simple, but effective. Place it just in front of your battle line to make the enemy think twice, or use it to make holding an objective less than desirable. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Soulstealer-Carrion-en.pdf Soulstealer Carrion]&#039;&#039;&#039;: Gives LOS to the Soul-Linked wizard. You won&#039;t be taking it for this. Instead, you&#039;ll be taking it for it&#039;s actual ability: Soul Thief. Roll a D6 at the end of each Phase if any Chaos, Order, or Destruction models were slain within 6&amp;quot; of it. On a 1 or 2, the Wizard this Endless Spell is Soul-Linked with heals a wound. On a 3 or 4, it does 1 Mortal Wound on each Chaos, Destruction or Order unit within 6&amp;quot; of it, and on a 5-6, it does both effects. AMAZINGLY fun, if you&#039;re not playing into Death, so do with that as you will. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nightmare-Predator-en.pdf The Nightmare Predator]&#039;&#039;&#039;: Your standard causes Mortal Wounds Endless Spell (dealing D3 Mortal Wounds to all non-bonecasts within 3&amp;quot; of it), but with a twist - when cast, pick an enemy Hero to be marked as it&#039;s prey. If this spell gets within range of them, it spits out d6 mortal wounds instead. For it&#039;s dirt cheap point cost, this is almost auto-include.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Famous Legions&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
For awhile the best Legion was Petrifex Elite, by far.  But due to Petrifex spam and the resulting complaints GW jumped them with something even they couldn&#039;t take - the nerf-bat.  Oh, the old gray Petrifex, it ain&#039;t what it used to be.  Now, Mortis Praetorians are in the lead and the others are good but most are situational; Crematorians are worth considering if you spam Mortek Guard and Null Myriad against a magic-heavy opponent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Mortis Praetorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;The Dread Legion&#039;&#039;&#039;:-1 bravery to enemy units within 12&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Katakros&#039; Chosen&#039;&#039;&#039;: Once per battle if the general is on the Battlefield, gain D3 RDP points.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Counter-strike&#039;&#039;&#039;: Pick a friendly unit Wholly within 6&amp;quot; of a HEKATOS or Wholly 12&amp;quot; of a HERO.  If charged, they can re-roll hits.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Artificer&#039;s Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons.  It has -3 Rend.  &lt;br /&gt;
The poster boys, the jack-of-all-trades and the best choice if you’re bringing Katakros, otherwise it&#039;s quite situational since other death armies capitalize on &amp;quot;fear-bombing&amp;quot; more effectively (looking at you, Legions of Grief and Blood).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Petrifex Elite&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Unstoppable Juggernauts&#039;&#039;&#039;: As of the FAQ, they re-roll save rolls of 1 in melee.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Mighty Archaeossian&#039;&#039;&#039;: +2 Wounds.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Bludgeon&#039;&#039;&#039;: In the combat phase, give a unit +1 rend on one weapon, can&#039;t stack.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Godbone Armor&#039;&#039;&#039;: The first wound allocated to the bearer in each &#039;&#039;&#039;phase&#039;&#039;&#039; is negated.  &lt;br /&gt;
Makes your entire army (including Nagash) overall more tanky, gives your commander a few extra wounds for a chuckle, lets you put some durability on a caster via the relic (especially useful if you&#039;re bringing some Endless Spells), AND comes with a command ability that makes you killy, just to throw your opponent for a loop.  Pre-nerf it added +1 to everyone&#039;s armor save and was THE choice of Bonereaper Legion.  Now it&#039;s decent but no longer the one best choice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Null Myriad&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Eldritch Nulls&#039;&#039;&#039;: Ignore the effects of spells on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Unsettling and Sinister&#039;&#039;&#039;: -1 to Bravery in 3&amp;quot;, and -1 to be hit during combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Holdfast&#039;&#039;&#039;: Make the battle trait work on a 2+ instead of 5+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;&amp;lt;s&amp;gt;Cheese&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Chad&amp;lt;/s&amp;gt; Baleful Blade&#039;&#039;&#039;: Pick 1 of the bearer&#039;s weapons.  [[Awesome|Saves can&#039;t be made against attacks from this weapon and wounds can&#039;t be negated]] (though they can later be healed).  &lt;br /&gt;
The magic choice. Their innate rules mean you can focus more on offensive magic, and the Artefact is perfect for any combat character... but is obviously best on a Liege-Kavalos.  One of the best choices, but if your meta is very magic heavy this is clearly the best.  Make those six hallowheart battlemages cry because they can do nothing to you (and then notice that you can&#039;t probably do much to them either, so the battle is probably a void of winds of magic). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Ivory Host&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: At the start of each combat phase, any IVORY HOST unit within 6&amp;quot; of an IVORY HOST &amp;lt;i&amp;gt;model&amp;lt;/i&amp;gt; that is wounded is subject to rage for that phase.  While subject to rage, get +1 to hit, but -1 save.  Dependent on having damaged multi-wound models nearby and can potentially really mess your own forces up, but can lead to you hitting very hard.  Fortunately, as it&#039;s only for the combat phase, you don&#039;t have to worry about it when you&#039;re being shot at.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Every hero phase your general gains 1 attack for all his melee weapons on a 5+.  Best to have a Liege-Kavalos as your general for this.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Cancel the -1 save from the battle trait. This is what makes the Ivory host interesting, letting you pull some shenanigans with a screen unit or pulling some clutch damage out at a vital time.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Beastbound Blade&#039;&#039;&#039;: One of the bearer&#039;s melee weapons gets +1 attack.&lt;br /&gt;
The combat choice, though dependent on good dice rolls, positioning and carefully picking your fights.  Decent in and of itself, but very situational and the worst choice crunch-wise compared to the others.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Stalliarch Lords&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: Run and charge. Pretty good for increasing your threat range on a slow army. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Pick an enemy hero within 3&amp;quot; at the start of the combat phase. Gain +1 to hit against it but -1 to anything else. Pretty situational and lackluster.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Retreat and charge in the same turn. Good for repositioning or getting your charge bonuses again. Here&#039;s looking at you, Deathriders. &lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Nadir-Bound Mount&#039;&#039;&#039;: Can only be taken by a Liege-Kavalos.  They roll D3 additional dice for their Unstoppable Charge ability.&lt;br /&gt;
The speedy and somewhat trollish choice.  Do you wanna go fast?  Do you want a liege or Zandtos to run fast next to fast cavalry?  Or if you take a Liege make them hit like a ton of bricks?  Then go these guys. They let you skimp out of the costly battalion with their inherent command ability, and make your already fast cavalry even faster.  They even pair well with Stalkers, Morghast Harbingers or Harvesters, to just really irritate your opponent.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Crematorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Immolation&#039;&#039;&#039;: When a model dies you get a chance to cause MW to an enemy within 3&amp;quot; on a 5+, with monsters and characters adding 1 to their roll/going off on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Wrathful Avenger&#039;&#039;&#039;: If the general dies, add 2 to the dice roll for Immolation and it does D3 Mortal Wounds rather than 1.  &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Levelers of Cities&#039;&#039;&#039;: One friendly CREMATORIANS unit with 6&amp;quot; of a Hekatros or 12&amp;quot; of a hero ignores cover saves.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Searing Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons and add 1 to the Damage characteristic.  &lt;br /&gt;
The TRUE trolling choice. Paired with some revives and harvesters, and laugh as your opponent realizes that killing your models meant their guys died and then revived the dudes they just tried to kill, rinse and repeat.  Especially lulzy against Sons of Behemat, given how reliant they are on combat... which is ground zero for your skeleton suicide bombers.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Warscrolls&amp;lt;span&amp;gt;==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;OSSIARCH BONEREAPERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Katakros-Mortarch-of-the-Necropolis-en.pdf Orpheon Katakros, Mortarch of the Necropolis]&#039;&#039;&#039;: (500pts) Like Skarbrand, his attacks get stronger the more wounds he takes.  Katakros himself has [[Awesome|Rend and Damage 3]] and he can bop foes with his shield to dole out Mortal Wounds, so he can dish out some hurt in combat, but not until he&#039;s taken some wounds representing his companions dying so Katakros himself joins the fray.  However, he is one of the slowest characters in the game - 4&amp;quot; move (which doesn’t much matter when he’s on a &#039;&#039;&#039;12 centimetre&#039;&#039;&#039; base, and you can use the Relentless Advance to make Katakros move 7&amp;quot;) and can&#039;t fly, but Mortarch of Necropolis allows Katakros to heal up to three friendly OBR units wholly within 24&amp;quot; of his model for 3 wounds worth on your hero phase. Katakros is a friendly OBR unit within 24&amp;quot; of himself, so he can choose to heal himself for 3 wounds every one of your hero phases. Because he is so slow, he hates cannons even more than his boss so engage shooty armies at your own risk.  He&#039;s pricey in points and cash, but you get what you pay for - no more no less - as he&#039;s a good beatstick and support character, just don&#039;t try to send him up against other super combat lords who have a damage of 3 or better because he can easily get his shit kicked in, especially if they&#039;re wearing the Ethereal Amulet or have some serious wound negation. If your opponent is fielding a character with either (or worse, both) then make sure to screen him out. It&#039;s better to not get him in combat and keep your Relentless Discipline points, heals and Command Point sabotage than it is for you to possibly lose all of those.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nagash-Supreme-Lord-of-the-Undead-en.pdf Nagash, Supreme Lord of the Undead]&#039;&#039;&#039;: (880pts) Changed from his early forms, Nagash is now 30 points more expensive, and no longer loots the spells from all of his Death-based allies. (but he does know the whole spell lore by default.) Instead, he can now restore wounds/models to 5 of his Bonecast Eternals, and can sling Mystic Shield and Arcane Bolt as much as his undead heart (and casting limit) desire.  &lt;br /&gt;
**As Nagash and Arkhan gain the OSSIARCH BONEREAPERS keyword, they can heal themselves, making them quite a bit more resilient in an OBR army than when accompanying their own legions.  Go figure.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkhan-the-Black-Mortarch-of-Sacrament-en.pdf Arkhan the Black, Mortarch of Sacrament]&#039;&#039;&#039;: (360pts) Much like Nagash, Arkhan is more expensive now, at a &amp;quot;whopping&amp;quot; 20 points more than before. With an extra cast and deny, and the ability to sling Arcane Bolt and Mystic Shield like his Boss, (along with learning the whole spell lore,) it sounds like that price increase came with some buffs. However, overall Arkhan&#039;s in a slightly more disappointing place. Curse of Years no longer succeeds on 1s, meaning it&#039;s slightly more fair, and his command ability has now been limited to one use a turn, spoiling an awful lot of fun that could have been had.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arch-Kavalos-Zandtos-en.pdf Arch-Kavalos Patru Zandtos]&#039;&#039;&#039;: (220pts) A named Mortis Praetorians Liego-Kavalos, with additional abilities like more damage on the charge, rerolls to wound, and another CA that grants a Praetorians unit the same reroll ability.  A good choice for leader - practically an auto-take if you want a Liege-Kavalos in Mortis Praetorians.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Volkmortian-Master-of-the-Bone-tithe-en.pdf Vokmortian, Master of the Bone-tithe]&#039;&#039;&#039;: (180pts) He is a Wizard that should be very close to the front lines. He has a chance to prevent a model within 3&amp;quot; from attacking him on a 5+ as a defense. He also has a 12&amp;quot; aura of -1 to bravery and -1 to any Wizard attempting to unbind any spell he casts (which improves in that rare instance an enemy General dies near him). His Unique spell can instantly kill any model within 1&amp;quot; of him on a 5+, and the range on it cannot be modified, which can be used to punish any foolish combat heroes or big monsters he ends up fighting - though it is a bit unreliable to make him a dedicated assassin. Overall, he should be standing behind your troops (ideally Immortis Guard or Mortek Guard), providing the debuff and using his 2 spells per turn.&lt;br /&gt;
&lt;br /&gt;
====Generic Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Liege-Kavalso-en.pdf Liege-Kavalos]&#039;&#039;&#039;: (200pts) Your commander on a big-boned mount that gives two guaranteed Relentless Discipline points. Lots of decent attacks, but nothing too nutty. When he charges he has an increased pile in and the ability to fling out some extra mortal wounds. His Command Ability gives a unit wholly within 12&amp;quot; +1 attack. He probably functions best running with some deathriders for a spoopy cavalry wing, though having him roam around your anvils can make for some good time damage output. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulreaper-en.pdf Mortisan Soulreaper]&#039;&#039;&#039;: (120pts) Our CC battlemage, though with his weapon the most he&#039;ll be reaping is chaff mobs. His unique spell lets him smack one unit at range, or every unit in CC with him with a few mortal wounds. Probably our worst unit, as outside of his spell-slinging, he&#039;s basically a really expensive cairn wraith from nighthaunt. Look elsewhere, unless you really love his amazing model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Boneshaper-en.pdf Mortisan Boneshaper]&#039;&#039;&#039;: (130pts) Probably your most included HQ, and part of the &amp;lt;s&amp;gt;glue that holds your army together&amp;lt;/s&amp;gt; calcium that strengthens your bone boys.  With the ability to restore 3 wounds (or 3 wounds worth of boys (raise 3 Mortek Guard, or 1 Kavalos Deathriders everything else has 4+ wounds)) to a friendly squad and sling a few spells, he feels close to auto-include, especially if you left Nagash or Arkhan at home. His unique spell lets him fling [[Awesome|BONESTORM!]] at an enemy unit, roll for each model within 18&amp;quot; and every 6 deals a mortal wound, a nice anti-horde spell being easy to cast on 5. Keep him out of combat and out of LoS so he can spend your whole game building bonecasts in a dark corner away from anyone else.&lt;br /&gt;
** Boneshapers and Immortis Guard are a good match, as they can take wounds for him and he can heal them if they take too many hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulmason-en.pdf Mortisan Soulmason]&#039;&#039;&#039;: (140pts) The grand vizier will see you now. He&#039;s got a passable melee profile, but that&#039;s not why you take him. He&#039;s a wizard with 2 casts and unbinds and a unique spell, Soul-Guide, that gives a friendly Ossiarch Bonereapers unit the ability to reroll 1&#039;s to hit. Pretty good so far, but it gets better. At the end of your hero phase, on a 2+ cast Soul-Guide more times even if it was already attempted that turn. Basically, bring him when you&#039;re spamming catapults (or anything, really) and spread the re-rolling to hit love.&lt;br /&gt;
** For extra fun, his potential multiple casts force the enemy to consider whether to unbind these spells or other spells.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Guard-en.pdf Mortek Guard]&#039;&#039;&#039;: (Battleline, 130/440pts, Min:10, Max:40) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword or a spear, both can double the hits inflicted on a 6+ to hit. The greatblade, on the other hand, trades that for a slightly better wound score, which isn&#039;t remarkable but at least keeps the sword&#039;s Rend. Their slow speed is helped by their banner giving them +1 to runs and charges, and the +3&amp;quot; move order mentioned above.  A good choice for loadout is sword for smaller units and spears for bigger units.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: This boy is a mini-HQ  that gives to your Relentless Discipline pool and keys to a lot of other things. (in big units you have to pack a lot of models very close together to have Deathless Warriors).  He&#039;s only got an attack more than the base guard, but he also confers a command ability that lets his pack re-roll all saves for the combat phase - much more valuable for their survival.&lt;br /&gt;
** With the Petrifex Elite, you can take the spears and use the Petrifex command ability to give them rend, just save the spears for larger units of Mortek Guard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kavalos-Deathriders-en.pdf Kavalos Deathriders]&#039;&#039;&#039;: (Battleline, 180/460pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love (actually, even their horses are on steroids, wounding on a 3+), and a whopping 12&amp;quot; move compared to the former&#039;s 4&amp;quot;. Not only that, but their spears have exploding hits on a 5+ roll on the charge, giving you a bit more reason to consider selling the rend on your swords.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: Much like the Mortek Guard, the Deathrider&#039;s hekatos has +1 attack with their weapon, but his command ability gives you some mortal wound output on the charge and a double-range pile in. FAQ&#039;d to confirm a unit can only benefit from this once per phase.&lt;br /&gt;
&lt;br /&gt;
===Hekatos===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Necropolis-Stalkers-en.pdf Necropolis Stalkers]&#039;&#039;&#039;: (180pts, Min:3, Max:6) Speedy, Re-rolling, &amp;lt;s&amp;gt;tyranid warriors &amp;lt;/s&amp;gt; skeleton boys. Each turn, these massive lads pick whether they want to re-roll hits, wounds, saves, or add +1 to their weapons&#039; Rend and Damage. While rerolling saves is nice when you get charged by something scary, you&#039;ll almost always use +1 rend and damage, as it turns your basic stalker into a stormcast blender, and your unit leader &amp;lt;s&amp;gt;into a literal monster&amp;lt;/s&amp;gt; into an equally strong blender as the normal weapons, when enhanced with -1 rend and +1 dmg, are actually stronger than the special weapon, proven by Mathhammer. Their command ability that lets them re-roll run and charge rolls while also ignoring terrain as if they could fly.&lt;br /&gt;
** Another option is to run them with a Soulmason equipped with the Gothizzar Cartouche in support which gives +1 to wound rolls. Now, assuming you also have Katakros on the board and you can get Soul-Guide onto your Stalkers then the best Aspect to run is the Destroyer Aspect because this combo would then mean your hitting on 2&#039;s and re-rolling 1&#039;s &#039;&#039;&#039;AND&#039;&#039;&#039; wounding on 2&#039;s (with spirit blades) &lt;br /&gt;
** Upon testing with Mathhammer, in this precise scenario, precision still pulls far ahead if you take 3 of the normal weapons and give them all of these buffs. There is around an average damage difference of 5 per round.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Immortis-Guard-en.pdf Immortis Guard]&#039;&#039;&#039;: (180pts, Min:3, Max:12)The Anvil to the stalker&#039;s hammer. These guys have a lower damage output, with 2 3+/3+/-2/2 damage (though the base rend 2 is nice), and the ability to bop someone with their shields for a bit of extra damage, with the occasional mortal wound when rolling a 6. Their main draw, however, is their base 3+ save and bodyguard ability. Whenever they&#039;re within 3&amp;quot; of a friendly hero, on a 2+ they must eat a wound or mortal wound that would have been applied to said hero. Their command ability lets them immediately pile in and swing again after their first go, but only with their shields. Less than impressive, but nice for positioning. Having two weapons means they get more out of the Liege&#039;s extra attack command ability, and with their own on top of that the mortal wounds do become bit more reliable.&lt;br /&gt;
*&#039;&#039;&#039;Morghasts [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Archai-en.pdf Archai] &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Harbingers-en.pdf Harbingers]&#039;&#039;&#039;: (190pts, Min:2, Max:6) Nagash&#039;s angels of death come in 2 flavors, with the archai having a chance to shrug off mortal wounds, and harbingers getting a 3d6 charge. Beyond those differences either one is monstrous combatants, and tough to boot, with 6 wounds 4+ armor and being Hekatos for the death save. They also have a bravery debuff as a bonus. You should always take the halberd for 3 attacks at 3+/3+/-2/3, as they will only do less damage against units with a 6+ save, shown by Mathhammer. You don&#039;t want your Morghasts engaging Chaff, as they aren&#039;t meant to be wiping chaff for you. Additionally, adding attacks to the Halberd from your Liege is much stronger than doing so to your swords. &lt;br /&gt;
** See the above option for Stalkers and apply to Morghasts - you&#039;ll lose out on the re-rolling wounds but up the rend to -2 and the damage to 3 (with halberds) so the Mathammer will result in more wounds on average (even if you run swords) - only real issue with this is keep up with the Morghasts on your bone throne.&lt;br /&gt;
** Following the Petrifex nerf, these guys just got a bit more viable.  They mesh well with quite a few Legions (the Archai save against spells compliments Null Myriad spell nullifying, the Harbingers compliment the Stalliarch rules - and they&#039;re probably our best unit against the Kharadron Overlords and more).&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Gothizzar-Harvester-en.pdf Gothizzar Harvester]&#039;&#039;&#039;: (200pts, Behemoth) Big guy has 10 wounds and a 4+ save. Has good damage potential with 4 solid ranged attacks and a BUNCH of 2 damage melee swings, with a choice between bludgeons or sickles. These weapons have the exact same melee stats, but different effects. Bludgeons do 2 mortal wounds on unmodified hits of 6 instead of normal damage, (basically giving the guy a Nighthaunt&#039;s frightful touch) while the sickles get +1 to hit against units with 5+ models.  The Bludgeons are the better choice, as there are other ways to boost hit rolls and Mortal Wounds are useful whoever you&#039;re up against.  More importantly than that, this guy is a &amp;lt;s&amp;gt;another source of precious calcium&amp;lt;/s&amp;gt; healer. Each time any models (friend or foe) die within 3&amp;quot; of him, he can heal an Ossiarch Bonereaper unit within 6&amp;quot; on a 4+. The heals he gives depends on the wounds characteristic of the model slain. It&#039;s worth noting he can do this to himself, making his relatively fragile 10 wounds and 4+ save last a little longer. &lt;br /&gt;
**For the Crematorians, this guy makes the list even more trollish. Camp him by your Mortek Guard, and when they die and cause mortal wounds, he can heal them right back up. Free mortal wounds, anyone?&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Crawler-en.pdf Mortek Crawler]&#039;&#039;&#039;: (200pts, Artillery, Behemoth) The most trolltastic catapult in all of AoS. With a nice 36&amp;quot; range and solid durability, it starts as a remarkably strong springboard for the absolute terror of its ammo types. Once per battle, you can fire a different choice of ammo from two different options and their effects are trolltastically memeable.&lt;br /&gt;
**Necrotic Skulls: Your normal shots. You&#039;re getting a pretty hefty 3 2+/3+/-/variable shots that start at 5 damage, and dips down to 1 as the model takes damage. Good as a general all-rounder, but pales in comparison to what follows.&lt;br /&gt;
***Just to reiterate however:  3 shots at 5 damage initially.  Although lack of rend hurts, this is a horde killing volley beyond compare, particularly as their hit and wound rolls are so good.&lt;br /&gt;
**Cauldron of Torment: the first of the meme shots. Instead of firing like normal, you roll a dice for every model in the target unit, and whenever you meet or beat their &#039;&#039;&#039;UNMODIFIED&#039;&#039;&#039; Bravery, one model is slain. &amp;quot;But Anon,&amp;quot; you reply, &amp;quot;lots of units have high Bravery! That&#039;s not good,&amp;quot; To which I say, sure, you&#039;re right. this isn&#039;t good against undead, Stormcast, or Chaos, but do you know what it IS good against? grots, where you wipe half of whatever squad you fire at. Or freeguild, where you gun down a third of whatever unit you want in a ghostly fog. And we&#039;re STILL not done with this bad boy.&lt;br /&gt;
**Cursed Stele: Does your local meta not really do hordes? Or do they just love low model-count armies with high leadership? Well, have I got a unit for you! Instead of shooting normally, pick a model within range (so, characters, banners, unit leaders, etc.) and roll 2d6. If you roll equal to or higher than their wound stat, the guy dies (with some modifiers, starting at -3 to your roll, slowly turning to +3 as you lose wounds). This right here is disgusting. With an average roll of 4, you kill support heroes about 60% of the time or get to guaranteed snipe off important banners or unit champions whenever you&#039;re feeling cheeky. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#039;t it be great if his failure meant your average roll is now a 10 and insta-gibs the winged sexy, sexy biscuit daemon?  (Lovely to consider, but the 6&amp;quot; minimum range on the Crawler&#039;s attacks means if it&#039;s in melee it&#039;s been neutered - protect at all costs!)&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;Bone-tithe Nexus&#039;&#039;&#039;: (0pts) Your mandatory accompanying setpiece is a giant monolith surrounded by bones upon bones. In truth it acts more like a sentry that can chuck out one of four different Punishments each turn: -1 to hit, MW Sniping, causes problem for a wizard, or Can&#039;t run and only roll 1d6 for charges. The physical footprint of this thing is BIG. You&#039;re supposed to place the terrain before defining and placing any of the game&#039;s (neutral) terrain. Placing the damn thing can therefore be problematic in organized events, where terrain is pre-set before the game starts.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Ossiarch Cohort&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;4450&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Katakros, Zandtos or Liege Kavalos, 1-3 Mortek Shield-Corps, 1-3 Kavalos Lances, 1 Mortisian Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1 Mortek Ballistari&#039;&#039;&lt;br /&gt;
* The Super Battalion.&lt;br /&gt;
For putting together all that dough together your general generates 1d3 additional RDPs at the beginning of your hero phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Aegis Immortal&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Archai, 2 Immortis.&#039;&#039; &lt;br /&gt;
The ARCHAI from this battalion has the SOULBOUND PROTECTORS ability from the Immortis Guard warscroll. In addition, if you use the SOULBOUND PROTECTORS and the roll is a 5+, the wound/MW is negated instead of allocated to a unit from this battalion.  Take with Petrifex Elite to make your characters near unkillable.  Solid choice, pun intended, the only drawback is if you want a more offensive playstyle since this is defensive-based. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Katakrosian Deathglaive&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Stalkers, 1 Morghast Harbinger&#039;&#039; &lt;br /&gt;
After units are set up but before the first battleround, if all units from the btn are WHOLLY WITHIN 12&amp;quot; of the Harbingers, you can move any of them up to 6&amp;quot; The best name for a Battalion in all of AoS.  Useful for strategic positioning and claiming objectives, it&#039;s a decent choice.  One foe it does help against is Kharadron Overlords, positioning your Morghasts and Stalkers to better catch their fliers.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Kavalos Lance&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;680&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Arch-Kavalos OR 1 Liege-Kavalos, 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
Units from this battalion can retreat and charge if wholly within 12&amp;quot; of the Liege when the charge roll is made.  In addition, once per turn, you can use the Deathrider Wedge CA for a unit from this battalion without spending RDP.  Pretty good, especially if you bring a spellcaster with Empower Nadirite Weapons, more so if you&#039;re running Petrifex to give the weapons extra rend.  Just remember it&#039;s a waste of points if you&#039;re using the Stalliarch Lords legion because they do this but better and for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Ballistari&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;760&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Mortek Guard, 2 Crawlers.&#039;&#039;&lt;br /&gt;
Roll a die before you allocate a wound/MW to a Crawler from this btn while it is within 3&amp;quot; of the Mortek Guard unit from the same btn. Add 2 if the Crawler is within 3&amp;quot; of the Boneshaper from the same btn. On a 4+, it is instead allocated to the GUARD instead of the CRAWLER.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Shield-corps&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;630&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Either Volkmortian, a Boneshaper, a Soulreaper OR a Soulmason, and 3 Mortek Guard.&#039;&#039;&lt;br /&gt;
Once per turn, you can use Shieldwall for one unit in the battalion without spending RDP.  The cheapest option, and a decent choice, making your Mortek Guard that much more durable and freeing RDP to be spent elsewhere.  Petrifex Mortek Guard will be even tougher with a free re-roll, and it&#039;s a good safety net if a unit loses their Hekatos.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortisan Trident&#039;&#039;&#039;&amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;700&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Soulreaper, 1 Soulmason, 1 Harvester.&#039;&#039;&lt;br /&gt;
EACH Mortisan from this battalion can attempt to cast 1 extra spell if WITHIN 18&amp;quot; of the harvester AND the harvester is within 3&amp;quot; of any enemy units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;840&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Mortek Guard, 1 Stalker, and 1 Archai.&#039;&#039;&lt;br /&gt;
The exclusive battalion from Feast of Bones. At the start of your hero phase, you can return 1 slain model to a unit within 8 inches of Morty. &lt;br /&gt;
This battalion, and it&#039;s older dreadier brother, is the armies only reliable method of bringing back dead Stalkers and Archai.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Dread Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 130 pts (min points: &#039;&#039;&#039;850&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Volkmortian, 1-3 Mortek Guard, 1 Stalker, and 1-2 Archai or Harbingers, in any configuration.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Comes with the same ability as Vokmortain&#039;s Retinue, but also gives you a start of game ability to hurt the chances of a single enemy hero hitting Vokmortian. Because you can take Harbingers instead of Archai with this battalion, which opens up returning Morghast Harbingers to play, this battalion is much better than the regular Retinue. The restriction on legion means that, of course, this cannot really be considered competitive at this time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Harvester Scythe Corps&#039;&#039;&#039; &amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;660&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Kavalos Deathriders and 1 Gothizzar Harvester.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Battalion lets you add one to wound rolls for the Harvester if within 12 of the dead ponies. Decent if you need to generate the RDP and the artefact, but if you are taking a pair of Deathriders, you might as well be taking a Liege and going for the Kavalos Lance battalion, which also doesn&#039;t restrict you out of the better legions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian&#039;s Tithe Legion&#039;&#039;&#039; &amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;5640&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;This list of other battalions: 1 Vokmortian&#039;s Dread Retinue, 1-3 Mortek Shield Corps, 1 Mortisan Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1-3 Kavalos Lances or Harvester Scythe Corps in any configuration, 1 Mortek Ballistari, 1 Harvester Scythe Corps.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion.&lt;br /&gt;
The boring part of this battalion is that you probably won&#039;t ever get to field it, and even if you do, the abilities from it aren&#039;t the best. You get to generate an additional D3 RDP per hero phase, and you get to take &#039;&#039;&#039;any number of&#039;&#039;&#039; Nighthaunt allies, without them counting against ally rules. Super battalions are fun, but this one means that outside of the nearly 6k points you have to spend on it, you also need Nighthaunt to make use of it. It&#039;s a good goal for a collection, though.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
=== Getting Started ===&lt;br /&gt;
When getting started with the Ossiarch Bonereapers, it&#039;s important that you understand the direction you want to take your list in. If you are going for competitive, you&#039;re going to be making the most out of Mortek Guard, while if you are going for fun and cool, you have a lot of fun and cool options. &lt;br /&gt;
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If new to the game, look out for a Feast of Bones set half, as it can be a great start to your Ossiarch Army. Another way to start would be with a box of Mortek Guard and a Liege Kavalos, as this gives you a little bit less than a Start Collecting worth of points, but a lot of cool units to start working on.&lt;br /&gt;
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=== Currently Competitive ===&lt;br /&gt;
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The best lists right now center around the fact that Mortek Guard units are incredibly over-statted for their points cost.  As for which Legion, following the nerfing of Petrifex &lt;br /&gt;
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==== Heroes ====&lt;br /&gt;
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A Petrifex-aligned Liege-Kavalos is a mainstay in the General position, as the Mighty Croissant command trait and Godbone Armor artefact make it a 9 wound, ignoring first wounds of every phase monster, along with the extra RDP generation for being a liege, and Mystic Shield making the Liege basically indestructible, as Nagash would have wanted. The other best hero seems to be the Soulmason, as it has great casting for the points, and really fills out the support role of your army.&lt;br /&gt;
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You can also build Nagash or Arkhan centric lists, and those typically look like Nagash/Arkhan + 40 blobs of guard and a support unit or two.&lt;br /&gt;
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==== Battleline ====&lt;br /&gt;
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Mortek Guard, usually a pair of 2 40 blobs are great. Then, fill out the battleline with some of those dead ponies. Seriously, Mortek Guard are only 130 points right now, can be given exploding 5+s and additional rend.  They&#039;re practically the backbone of any Ossiarch army.&lt;br /&gt;
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==== Other Models ====&lt;br /&gt;
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Gothizzar harvesters can be run as a one of per blob of Guard you manage to field. This means that your Mortek Guard is going to have a 4+/6+/4+ save, which is equal to about a 13.88% (or a &amp;quot;1.25+&amp;quot; save equivalent) chance to wound. Per model. That&#039;s like having a 0.83+ save. &lt;br /&gt;
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Mortek Crawlers can be utilized to constantly rampage as your large blobs of guard gum up the board, create incredibly tough tar pits, and slow down enemy units. Another benefit is that if a cheap unit is used by your opponent to attempt to capture an objective, you might be able to wipe it out before it gains any points if you notice it soon enough and identify that part of your opponent&#039;s game plan. &lt;br /&gt;
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==== Spells ====&lt;br /&gt;
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There are several good spells that you can take, although overall the spell lore is kind of boring. Empower Nadirite Weapons is the best spell in the lore, mainly because most lists are running blobs of 40 Mortek Guard and the spell makes them table. Arcane Command can be taken on a second support wizard, as can Mortal Contract, depending on who you think you might be facing. Reinforce shield walls can also be a decent spell, especially if you are combining several layers of saves to make Mortek Guard the ultimate pit of bone. &lt;br /&gt;
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==== Using Battalions ====&lt;br /&gt;
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Because of the ability to increase RDP generation, there are some ways you can use cheap battalions to increase the amount of RDP you have, and lower the amount you need for specific units. One of the best and cheapest battalions is the Mortek Shield Corps battalion, which requires one of your 3 Mortisans or Vokmortian and 3 units of 10 Mortek Guard, allowing you to use one of the CAs on the Mortek Guard for free, once per turn. It also presents you with an additional RDP per turn. The shield wall ability allows you to reroll saves, which means that your 3+/6+ save (for Petrifex elite) turns into a 3+/3+/6+ save. Now, add in one of those Harvesters, meaning that you have a 3+/3+/4+/6+ save, or a 4.63% chance to fail incoming non-rend armor saves. That means that for every 20 armor saves, less than one should convert to a wound.&lt;br /&gt;
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The Kavalos Lance battalion makes use of a pair of the fantastically modelled (by Nagash or GW) Kavalos Deathriders, and a Liege Kavalos. This battalion allows you to make up some of the difficulties of movement that the Ossiarch are presented with, and the additional RDP are always great for the +3&amp;quot; movement. &lt;br /&gt;
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Another interesting battalion to consider taking is the Mortisan Trident Battalion, which would be how you go about building a strong Magical Ossiarch Bonereapers army. With the current state of Tzeentch, however, this army might be a bit rough to play. This battalion requires you to take all three Mortisans, as well as a Harvester, allowing you additional spell casts, when close to the harvester. That battalion and an Arkhan would allow you some crazy amounts of spells, and if you can take full advantage of that, you might end up thrashing a lot of armies that can&#039;t deal with heavy spell usage. Sadly, a lot of your spells work much better when you have a lot of your points in Mortek Guard, who are core to any army you create.&lt;br /&gt;
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Other battalions can be taken solely for RDP generation and the artefacts you can take, seeing as your first artefact will generally have to be the Petrifex Elite artefact, Godbone Armor. Both Boneshapers and Soulmasons have decent &amp;quot;tools&amp;quot; for their artefacts, but they are not necessary, so don&#039;t feel forced to take a battalion for some bad models.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
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===Mr. Arkhan’s Wild Ride===&lt;br /&gt;
Take Arkhan the Black as your general, along with two Gothizzar Harvesters and a buttload of Mortek Guard. Finally put them all under the Crematorians legion. Your boney boys will proceed to explode in the faces of the enemy and then be brought back to un-life from the ashes thanks to the Mortarch and Harvesters’ restoration abilities. Is this trolling? Yes. Is it fun? &#039;&#039;Oh yes.&#039;&#039;  Also take a Mortisan Boneshaper as a cherry on top for extra heals and bring an Endless Spell or two; cast with Arkhan to laugh off that casting penalty.&lt;br /&gt;
* Nerfed slightly in December 2019 Errata.  Now Gothizzar Harvester ability only triggers &amp;quot;each time a model is slain within 3&amp;quot; of any models with this ability.&amp;quot;  No double dipping on the Gothizzar heals anymore by choosing to remove a model within 3&amp;quot; of both.  Personally, I&#039;d say this is a good thing since this formation would be pretty much unbeatable without enough ranged firepower/artillery to snipe the 10 wound Gothizzars out of the Mortek blob (and in a single shooting phase to prevent 6 wound auto-heal from Arkhan and the Boneshaper).&lt;br /&gt;
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===Trolling with Catapults===&lt;br /&gt;
Take a Soulmason as your general and put him in a massive blob of 60 Mortek Guard with 4 Mortek Crawlers behind. With some amazing dice rolls (which can be helped by using the Soul Resevoir artefact) the Soulmason can give all 4 Crawlers rerollable hits of 1. The Guard can block any incoming attackers whilst the catapults bombard your enemies from across the table. Even if your skellie dudes are taken out and the enemy damages your Centipedes of Doom it just means that their characters are more likely to be decimated by the most trolling shot in AoS, the Cursed Stele. So just sit back, relax and watch your enemies die before they even reach you.&lt;br /&gt;
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Alternatively, take 2 of Ballistari battalions. Lose the Soulmason but gain some mad defenses.&lt;br /&gt;
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=== Feast of Bones upgrades ===&lt;br /&gt;
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If you started with the Feast of Bones kit, there are several ways to build the army. The first is the (maybe subjectively) best, which is to go with the Rule of Cool - buy the cool models. Run 3x10 Mortek Guard to get Battleline out of the way, and then take advantage of how cool Morghasts are to scare your opponents. &lt;br /&gt;
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Starting with Vokmortian, 10x Mortek Guard, 3x Necopolis Stalkers, and 2x Morghasts, and the Vokmortian&#039;s Retinue battalion, you can instead use the Dread Retinue Battalion, to use Morghast Harbingers instead of Archai. Or, get a second unit of Stalkers and create the objectively coolest battalion, the Katakrosian Deathglaive. Add in some more guard or Kavalos Deathriders, and whatever else you want that you like. That&#039;s it. It&#039;s the rule of cool. With Morghasts - the coolest rule of cool unit.&lt;br /&gt;
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The other way is to move to a more competitive list, but sadly, the Feast of Bones units aren&#039;t great. Vokmortian is pretty bad, as are Morghasts, relative to what is offered in the army, although they can be used as a tool. You can run Vokmortian as a Boneshaper, especially if you figure out a cool conversion for it. Then, add in a Soulmason and another support HQ or Liege, and a lot of Mortek Guard. Add in a few Gothizzar Harvesters and/or Crawlers, and you have the fundamentals to a competitive list.&lt;br /&gt;
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==Allied Armies==&lt;br /&gt;
No Allies. Nope, none. Nighthaunt hate your guts. Legions of Nagash hate your attitude. Not even the Flesh Eater Courts is crazy enough to be your friend. Don&#039;t like it? Go play Stormcast, and go fuck yourself while you&#039;re at it.&lt;br /&gt;
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There is...one however...&lt;br /&gt;
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*&#039;&#039;&#039;Big Drogg Fort-Kicka&#039;&#039;&#039;: A Gatebreaker Mega-Gargant available to all Death factions as an ally. Functions like Gotrek in the Order factions where he uses up your whole allies allowance in exchange for a very destructive monster of a unit. His most important feature is the ability to destroy terrain, including faction terrain. He also has a unique breath attack that attacks one unit within 3&amp;quot; at the end of the combat phase; roll a dice for each model in the unit and deal 1MW on a 6+.&lt;br /&gt;
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{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2001:8003:2385:EF00:35EA:8438:EC39:E97C</name></author>
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