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		<title>Age of Sigmar/Tactics/Order/Daughters of Khaine</title>
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		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:F572:CEE6:59C6:3B10: /* Allied Armies */&lt;/p&gt;
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&lt;div&gt;{{Age of Sigmar Faction|Faction=Daughters of Khaine|Logo=Daughters_of_Khaine_battletome_art.jpg|Alliance=Order|Motto=Much bloodier and less NSFW than it appears.}}&lt;br /&gt;
&lt;br /&gt;
NEW BATTLETOME IS HERE!&lt;br /&gt;
&lt;br /&gt;
==Why play Daughters of Khaine?==&lt;br /&gt;
* You like the idea of playing an army of bloodthirsty, fanatical murderers but don&#039;t like Khorne.   &lt;br /&gt;
* You like the continuation of Morathi&#039;s story arc, and want to see her make her mark on the setting.&lt;br /&gt;
* You always wanted to play as [[Drow]] in Warhammer (replacing spiders with snakes and no Drow-colored skin outside of [[Homebrew]]).&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
&lt;br /&gt;
* 9/10 units and characters are [[Hot Chicks]] and [[Monstergirls]] in bikinis.  With the right choices, you literally have an army of hot chicks and monstergirls in bikinis.&lt;br /&gt;
* Morathi-Khaine is one of the most powerful playable characters in the game.  As a goddess with two bodies, she is on par with [[Alarielle the Everqueen|big]] [[Archaon|god-like]] [[Nagash|models]].  &lt;br /&gt;
* Some of the best melee in the setting, only a few including the [[Sons of Behemat|really big boys]], [[Khorne Bloodbound|the best followers of big red]] or [[Lumineth Realm-Lords|the elven methheads]] can hit like you do in combat.  &lt;br /&gt;
* They&#039;re a jack-of-all-trades able to fight in every phase with melee, shooting, magic, decent movement and bravery shenanigans.  &lt;br /&gt;
* A monster that DOESN&#039;T GET LESS EFFECTIVE IF IT TAKES WOUNDS (that also double as a giant angry statue of their god).&lt;br /&gt;
* Plenty of movement tricks.  Your basic troops (Witch Aelves and Sisters of Slaughter) have the ability to run and charge with only a musician, everything else except the heroes and Cauldron of Blood/Bloodwrack Shrines have movement 8-14, you can reroll 1s to run turn 1, 1s to charge turn 2, plus Deep Striking Khinerai, Khailebron&#039;s deep striking ability and Lore of Shadows spells that boost movement.&lt;br /&gt;
* The new rules for shooting at characters give the enemy -1 to hit unless the target is a monster. Think the Cauldron of Blood or the Bloodwrack Shrine would count? Nope, they&#039;re not Monsters. Keep them close to a unit and watch them get to combat unmolested.&lt;br /&gt;
* The Cauldron of Blood, with the right combination of relics, Command Traits and prayers is straight busted, coming in with a nightmarish amount of damage output both in shooting and close combat, powerful support abilities and the ability to heal itself through multiple avenues for 300-330 points.&lt;br /&gt;
* Shooting is actually good now. Blood Stalkers have two shots now and with Morathi can shoot twice in a turn. 80 shots with 6&#039;s doing mortal wounds? Yes please. Also now an actual viable strat since they are batteline now.&lt;br /&gt;
* Unlike the Fyreslayers, you&#039;ve got more variety of unit types so you don&#039;t have to worry about getting tired after painting the same colors for 60-80 models.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
&lt;br /&gt;
* These chicks are almost as naked as the fyreslayers, but they dont have fancy runes or 2 wounds to tide them over. Apart from their 6+ fanatical faith save, they have the usual Glass Cannon problem of being flimsy.  Our Infantry has a 6+ Save, and the other units - apart from Morathi - are softer than their equivalents in other armies unless you make the right choices (such as Hagg Narr and/or throw in a Cauldron. And don’t forget the bladed bucklers)&lt;br /&gt;
* They are rather expensive to collect in dollars, and even spending lots of money on models can still leave you with a comparatively low model count.&lt;br /&gt;
* They do not play well with others. If you&#039;re playing Daughters of Khaine, you&#039;re playing them in a Daughters of Khaine Allegiance army. They are incredibly reliant on their faction abilities to turn them from a bunch of expensive fragile units with some pretty good close combat into a unified army with some of the most brutal close combat in the game. You can ally other stuff into them, don&#039;t ally them with other stuff. (Not entirely true, Khinari Heartrenders slot nicely into most Order soup lists as its a good deepstrike bully unit)&lt;br /&gt;
* Not a magic heavy army (but can be a strong magically defensive army). Bar Morathi-Khaine, you only have the Bloodwrack Medusa, who only gives you one spell/two dispels per turn without relics or artifacts and the Doomfire Warlocks.  Mitigated a bit by the Doomfire Warlocks who can hit hard and get a casting bonus in units of 5 (which is what you want).&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Daughters of Khaine and Broken Realms: Morathi|points=[https://www.warhammer-community.com/wp-content/uploads/2019/10/5ae12374.pdf Daughters of Khaine Errata]}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
; Fanatical Faith : Daughters of Khaine can ignore wounds allocated to them on a 6+. Sweet.&lt;br /&gt;
;Blood Rites : The fantasy variant of &amp;quot;Power From Pain&amp;quot;. Every turn your units get a brand new special rule that stacks for the rest of the game.&lt;br /&gt;
:#&#039;&#039;&#039;Quickening Bloodlust:&#039;&#039;&#039; Reroll run rolls of 1.&lt;br /&gt;
:#&#039;&#039;&#039;Headlong Fury:&#039;&#039;&#039; Reroll dice rolls of 1 when charging.&lt;br /&gt;
:#&#039;&#039;&#039;Zealot&#039;s Rage:&#039;&#039;&#039; Rerolls 1s to hit in melee. In addition, an Avatar of Khaine always counts as being animated.&lt;br /&gt;
:#&#039;&#039;&#039;Slaughterer&#039;s Strength:&#039;&#039;&#039; Reroll 1s to wound in melee &lt;br /&gt;
:#&#039;&#039;&#039;Unquenchable Fervour:&#039;&#039;&#039; Your units rerolls saves of 1, and do not need to take battleshock tests.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&#039;&#039;&#039;Aelve Generals Only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Bathed in Blood:&#039;&#039;&#039; Increase your wound characteristic by 1 and you can heal 1 wound at the start of each hero phase. Good on a Cauldron of Blood, but there are better ways to get your wounds back.&lt;br /&gt;
#&#039;&#039;&#039;Zealous Orator:&#039;&#039;&#039; Add 2 to the bravery charteristic of units wholly within 12&amp;quot;. Worse than the old version for elves, better for snakes, and not as important anymore since Mindrazor now doesn&#039;t require higher bravery +1 dmg.&lt;br /&gt;
#&#039;&#039;&#039;Sacrifical Overseer:&#039;&#039;&#039; Add 1 to the hit rolls of the General&#039;s weapons. Lot of good options here, but this seems like a waste of a Command Trait, given you can have other better options.&lt;br /&gt;
#&#039;&#039;&#039;Terrifying Beauty:&#039;&#039;&#039; Subtract 1 on hit rolls against the General. Putting this on the Cauldron of Blood will drive your opponent insane. Stacks with the existing -1 against shooting for heroes close to a unit, meaning that everyone shooting at you will have a -2 to hit you.&lt;br /&gt;
#&#039;&#039;&#039;Master of Poisons:&#039;&#039;&#039; Add 1 to the General&#039;s weapons Damage characteristics. A Slaughter Queen with this will wipe out a unit a turn.&lt;br /&gt;
#&#039;&#039;&#039;True Believer:&#039;&#039;&#039; Ups the turn number for the unit&#039;s Blood Rites. Good to get an Avatar of Khaine awake turn 2 (turn 1 in a Hagg Nar army) and just generally a good choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BloodWrack Medusa only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Arcane Mastery:&#039;&#039;&#039; Reroll 1 casting, dispelling, or unbinding attempt in your hero phase, really good since the nerf to shadowstone ,and Mindrazor had the bump up to CV 8 but whether it&#039;s worth not taking a subfaction for is debatable.&lt;br /&gt;
#&#039;&#039;&#039;Writhing Coils:&#039;&#039;&#039; Substract 1 from hit rolls made against this general. Always good, shooting more than melee, so might as well just take Khailebron and get teleporting while you&#039;re at it.&lt;br /&gt;
#&#039;&#039;&#039;Fearsome Presence:&#039;&#039;&#039; Reroll failed Battleshock tests for units wholly within 12&amp;quot;. You&#039;re probably running snakes with a medusa general, so why not just take Zainthar Kai get +1 bravery and/or take the battalion that makes it so you don&#039;t take battleshock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melusai Ironscale Only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Veteran of the Cathrar Dhule:&#039;&#039;&#039; Recieve a CP on a 4+ while this general is on the battlefield in the hero phase&lt;br /&gt;
#&#039;&#039;&#039;Impenenetrable Scales:&#039;&#039;&#039; Add 1 to save rolls for this general. Gives your Melusai a 4+ instead of a 5+ save.&lt;br /&gt;
#&#039;&#039;&#039;Fuelled by Revenge:&#039;&#039;&#039; Use your Wrath of the Scathborn command ability for free once per battle.&lt;br /&gt;
&lt;br /&gt;
===Gifts of Morathi=== &lt;br /&gt;
(Can be given to any Daughter of Khaine Hero)&lt;br /&gt;
#&#039;&#039;&#039;Crown of Woe:&#039;&#039;&#039; Subtract 1 from the bravery of enemy units within 7&amp;quot;. This range doubles to 14&amp;quot; the first time the bearer slays an enemy model.&lt;br /&gt;
#&#039;&#039;&#039;Shadracar&#039;s Fang:&#039;&#039;&#039; One of the bearers melee weapons adds +1 to hit rolls. Also unmodified sixes do 1 mortal wound&lt;br /&gt;
#&#039;&#039;&#039;Amulet of Dark Fire:&#039;&#039;&#039; The bearer negates mortal wounds inflicted &#039;&#039;&#039;by spells&#039;&#039;&#039; on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Crone Blade:&#039;&#039;&#039; One of the bearers melee weapons heals the user by d3 at the end of combat phase if any units were slain with that weapon&lt;br /&gt;
#&#039;&#039;&#039;Thousand and One Dark Blessings:&#039;&#039;&#039; Nerf Bat Edition, No longer gives +1 save but instead gives you a 5+ FNP instead of a 6+&lt;br /&gt;
#&#039;&#039;&#039;Bloodbane Venom:&#039;&#039;&#039; If the bearer wounds an opponent but does not slay them, roll a dice after the combat phase. If the number equals/beats the victim&#039;s wound characteristic then it is slain outright.&lt;br /&gt;
&lt;br /&gt;
===Artefacts of Shadow=== &lt;br /&gt;
(Bloodwrack Medusa only)&lt;br /&gt;
#&#039;&#039;&#039;Shadow Stone:&#039;&#039;&#039; Add +1 to any casting attempts for Lore of Shadows spells. Helpful for making sure you get an important spell off. +1 to Casting the Withering is &#039;&#039;&#039;never&#039;&#039;&#039; a bad thing. Best way to get Mindrazor off. Nerf bat removed the re-reolling 1&#039;s on casts, still good but not the most have it was&lt;br /&gt;
#&#039;&#039;&#039;Rune of Ulgu:&#039;&#039;&#039; Bearer knows one extra Lore of Shadows spell. More options are never a bad thing.&lt;br /&gt;
#&#039;&#039;&#039;The Mirror Glaive:&#039;&#039;&#039; Each time the Bearer unbinds a spell, they can attempt to cast Arcane Bolt or Mystic Shield as if it was the Hero phase. If successful this spell can&#039;t be unbound. Better now that the Medusa can unbind 2 spells.&lt;br /&gt;
#&#039;&#039;&#039;Seven-fold Shadow:&#039;&#039;&#039; Once per battle, instead of moving you can set them up anywhere on the battlefield more than 9&amp;quot; from Enemy units. This uses up thier movement phase. You already have dozens of ways of teleporting units so this is a pass.&lt;br /&gt;
#&#039;&#039;&#039;Crystal Heart:&#039;&#039;&#039; [[Awesome |Bearer can cast a second spell in the Hero Phase. If they do they roll a d6, taking d3 Mortal Wounds on a 1.]]&lt;br /&gt;
#&#039;&#039;&#039;Shade Claw:&#039;&#039;&#039; The Medusa&#039;s Whisperclaw is now -2 Rend. Helps out your Medusa in melee, so worth considering if you have them on a Bloodwrack Shrine.&lt;br /&gt;
&lt;br /&gt;
===Relics of Khaine=== &lt;br /&gt;
(Daughters of Khaine Priests only)&lt;br /&gt;
#&#039;&#039;&#039;Blood Sigil:&#039;&#039;&#039; Bearer gains one additional Prayer. More options is never bad.&lt;br /&gt;
#&#039;&#039;&#039;Iron Circlet:&#039;&#039;&#039; Bearer re-rolls 1&#039;s when seeing if a prayer is successful. Prayers Manifest on a 3+ and all have very useful buffs so this can be helpful&lt;br /&gt;
#&#039;&#039;&#039;Rune of Khaine:&#039;&#039;&#039; Bearer explodes on death. Roll a dice. One 1 nothing happens. On 2-5 the unit that killed them takes D3 Mortal Wounds. On a 6, the unit takes D6. Works against any attack and doesn&#039;t have a ranged restriction so going by RAW, [[Just As Planned| your Hero can explode and do the Mortal Wounds against something across the table.]]. Main problem is that you want your Hag Queens alive as much as possible because Witchbrew is just that good. Witch Elves are your cannon fodder, and should really be dying instead.&lt;br /&gt;
#&#039;&#039;&#039;Crimson Shard:&#039;&#039;&#039; Add 2 to wound to wound rolls for one of the bearers melee attacks. Pretty solid on a Cauldron as they will be getting stuck into melee anyway.&lt;br /&gt;
#&#039;&#039;&#039;Khaineite Pendant:&#039;&#039;&#039; Bearer can Pray three times in one Hero Phase, but the first time you roll a 1 to manifest a prayer, they take d3 Mortal Wounds instead of 1. Extremely useful as your Prayers are all very useful. Being able to spam them is awesome. Probably your default choice.&lt;br /&gt;
#&#039;&#039;&#039;Hagbrew:&#039;&#039;&#039; Add +1 to Wound Rolls for the Bearer&#039;s melee weapons. Nice on a Hag Queen on Cauldron of Blood. [[Rape |Turns the Slaughter Queen on Cauldron into a death machine.]]&lt;br /&gt;
&lt;br /&gt;
===Prayers of the Khainite Cult=== &lt;br /&gt;
#&#039;&#039;&#039;Catechism of Murder:&#039;&#039;&#039; Pick a Friendly Daughters of Khaine unit wholly within 14&amp;quot;. Any 6&#039;s to hit explode and deal 2 hits.&lt;br /&gt;
#&#039;&#039;&#039;Blessing of Khaine:&#039;&#039;&#039; Pick a friendly Daughters of Khaine unit wholly within 14&amp;quot;. They re-roll failed FNP rolls from Fanatical Faith. With Hagg Nar, bucklers and the Cauldron buff, your units now have a 4+, then rerollable 5+ saves. You can take a charge quite happily, then murder whatever dared getting close in your turn with ease...&lt;br /&gt;
#&#039;&#039;&#039;Martyr&#039;s Sacrifice:&#039;&#039;&#039;  Pick a friendly Daughters of Khaine unit wholly within 14&amp;quot;. Each time a model is killed in the Combat Phase, roll a d6. The dead model deals an extra Mortal Wound on a 5+ to a unit within 3&amp;quot;. Stacks with the Bucklers.&lt;br /&gt;
#&#039;&#039;&#039;Crimson Rejuvination:&#039;&#039;&#039; Pick a friendly Daughters of Khaine unit within wholly 14&amp;quot;, That unit heals 1d3 Wounds. Still can&#039;t target Morathi since her special rules don&#039;t allow her to be healed&lt;br /&gt;
#&#039;&#039;&#039;Covenant of the Iron Heart:&#039;&#039;&#039;  Pick a friendly Daughters of Khaine unit wholly within 14&amp;quot;. That unit does not need to take Battleshock tests.&lt;br /&gt;
#&#039;&#039;&#039;Sacrament of Blood:&#039;&#039;&#039; Pick a friendly Daughters of Khaine unit wholly within 14&amp;quot;. That unit counts the current battle round as being 1 higher for determining Blood Rites traits. Stacks with other abilities that give this effect.&lt;br /&gt;
&lt;br /&gt;
===Lore of Shadows=== &lt;br /&gt;
The Lore of Shadows we all know and love is back! Note that Doomfire Warlocks are Wizards and can take a spell from here despite not being a Hero unit. EDIT: Doomfires cannot cast spells outside of their warscroll. But they are an impressive melee unit to compensate. &lt;br /&gt;
#&#039;&#039;&#039;Steed of Shadows:&#039;&#039;&#039; Casting Value 6. Caster can Fly and has a 16&amp;quot; Move.&lt;br /&gt;
#&#039;&#039;&#039;Pit of Shades:&#039;&#039;&#039; Casting Value 7. Pick an Enemy Unit within 18&amp;quot; of the caster, within line of sight, and roll 2d6. That unit takes 1 Mortal Wound for each point the 2d6 exceeds their Movement. Awesome against tough, but slow units. That Death player who keeps tarpitting you with blobs of 40 Skeletons? This spell was designed for you, followed up with a Bloodwrack Stare.&lt;br /&gt;
#&#039;&#039;&#039;Mirror Dance:&#039;&#039;&#039; Casting Value 6. Pick two Daughters of Khaine Heroes wholly within 18&amp;quot; of the Caster. Set them up more than 9&amp;quot; away from enemy unit, they cannot move in the following movement phase.&lt;br /&gt;
#&#039;&#039;&#039;The Withering:&#039;&#039;&#039; Casting Value 7. Pick an enemy unit within 18&amp;quot; of the caster within Line of Sight. [[Awesome |Until the next Hero Phase add +1 to Wound Rolls for &#039;&#039;&#039;all attacks&#039;&#039;&#039; that target that unit]]. You should always have this.&lt;br /&gt;
#&#039;&#039;&#039;Mindrazor:&#039;&#039;&#039; Casting Value 8. Nerf Bat Edition. Pick a friendly Daughters of Khaine unit wholly within 18&amp;quot; of the caster. All of that units melee weapons gain an additional -1 Rend and gain 1 extra damage if that unit charged. Our Most used spell and a must have for the -1 Rend alone. No longer gives +1 dmg for having higher bravery, better against demons and undead, but in extended combat. But with the Khelt Nar sub faction you can retreat and charge, and you get an additional rend on the charge with Elves in Drachi Ganeth. But it also has a CV of 8 now making it harder to cast&lt;br /&gt;
#&#039;&#039;&#039;Shroud of Despair:&#039;&#039;&#039; Casting Value 4. Pick an enemy unit within 18&amp;quot; and within Line of Sight. They take -1 to Bravery until the next Hero Phase. If the Casting roll was 8+, they take -d3 Bravery Instead.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
1. &#039;&#039;&#039;Bloodwrack Viper:&#039;&#039;&#039; 40 points.  Casting value 7.  After this model has moved, pick one unit within 1&amp;quot; of it and roll 3 dice.  For each dice roll that beats the wounds characteristic per model for that unit, one model from the unit is slain.  Good at weakening units of multi-wound models, and will be a major thorn in the side of elite armies.  &lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Bladewind:&#039;&#039;&#039; 40 points.  Casting value 6.  Any unit that was passed across by this model or is within 1&amp;quot; when it ends its movement suffers D3 Mortal Wounds.  Enemy units within 12&amp;quot; also don&#039;t get the cover modifier for their save rolls. &lt;br /&gt;
 &lt;br /&gt;
3. &#039;&#039;&#039;Heart of Fury:&#039;&#039;&#039; 80 points.  An Invocation rather than a spell.  Subtract 1 from the damage inflicted (to a minimum of 1) for each successful attack targeting a Daughters of Khaine unit wholly within 12&amp;quot; of this model.  Very nice defensively, but there&#039;s a catch.  At the start of each battle round, Heart of Fury ends unless you roll a 4+ (add +1 if there&#039;s any friendly Avatars of Khaine within 6&amp;quot;).  Good against armies with high damage weapons, though the caveat is a minor inconvenience and it doesn&#039;t work on special tricks (eg; attacks that deal Mortal Wounds in addition to normal damage).&lt;br /&gt;
&lt;br /&gt;
==Temples of Blood==&lt;br /&gt;
You may claim your army hails from one of the six temples listed here. Each has unique rules for your army, a new artifact, command trait, or command ability.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hagg Nar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability - Daughters of the First Temple:&#039;&#039;&#039; Add 1 to the current battle round when determining the abilities gained from Blood Rites.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Send Forth the Cauldrons&#039;&#039;&#039;: Pick a friendly &#039;&#039;&#039;Hagg Nar&#039;&#039;&#039; Cauldron within 3&amp;quot; of a unit with 3 or more models and within 12&amp;quot; of a &#039;&#039;&#039;Hagg Nar&#039;&#039;&#039; hero.  That Cauldron can move and extra 3&amp;quot;, but this can&#039;t stack.  While it&#039;s not easy to daisy chain your units and heroes to make it work, consider that the tax for this pretty good buff.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Devoted Disciples:&#039;&#039;&#039;A&#039;&#039;&#039;Hagg Nar&#039;&#039;&#039; Daughters of Khaine model wholly within 12&amp;quot; of the general gets a 5+ Fanatical Faith save as opposed to a 6+. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artifact: The Ulfuri:&#039;&#039;&#039; Add 1 to the Damage characteristic of one of the bearer&#039;s melee weapons if they made a charge.&lt;br /&gt;
&lt;br /&gt;
The nerf bat came for Hagg Nar, but left them with a couple of consolation prizes.  It allows one selected unit to do its fanatical faith on 5+ combined with blessing of khaine and the +1 save from you cauldron you can give a unit of 30 witches a 5+ save (4+ with bladed buckler) and a 5++ fanatical save making the unit able to survive longer. By turn 3 your army is a killing machine and would be already in combat this is when things swing dramatically for Hagg Nar.  While they can&#039;t re-roll hits anymore, they&#039;re faster and more survivable.  On a unit of 20 witches that is 80 attacks and if you add mindrazor into the mix it&#039;s unlikely any single opponent can survive that number of paper cuts on the charge.  While no longer OP or a must-take, it is now a good &amp;lt;s&amp;gt;Jack&amp;lt;/s&amp;gt; Jill of all trades, master of none that&#039;s worth considering.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draichi Ganeth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability - Bladed Killers:&#039;&#039;&#039; Imrpove the rend characteristics of weapons weilded by the Witch Aelves and Sisters of Slaughter by 1 on the turn they charge.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability - A Thousand Bladeforms:&#039;&#039;&#039;  Add 1 to the hit rolls of a friendly Draichi Ganeth Witch Aelves or Sisters of Slaughter unit within 12&amp;quot; of a friendly Draichi Ganeth Hero.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: - Victor of Yaith&#039;ril: Add 1&amp;quot; to the Bravery characteristic of all friendly Draichi Ganeth Daughters of Khaine units wholly within 12&amp;quot; of the general.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artifact - Death&#039;s Kiss:&#039;&#039;&#039; Add +2 attacks of one of the bearer&#039;s weapons on the turn they charged. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battalion - Slaughter Troupe:&#039;&#039;&#039; You may take up to two units of Witch Aelves in addition to any of the other required units in this Battalion&lt;br /&gt;
&lt;br /&gt;
They swapped favoring snake heavy armies for favoring Witch Aelves and destroying armor.  If you take the general on a Cauldron of Blood, that adds 2 to the Bravery of Draichi Ganeth units wholly within 12.  Add a Bloodwrack Medusae and/or Morathi-Khaine to throw Mindrazor on units and you&#039;ll rain on the parade of armies like Stormcast, non-horde Chaos armies and Ossiarch Bonereapers.  Combining the numbers of a horde army with the hitting power of an elite army, they&#039;re the best option for a melee-focused force.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Kraith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability - Disciples of Slaughter:&#039;&#039;&#039; At the end of the combat phase, roll a dice for each Kraith Sister of Slaughter that fought once in that phase.  On a 5+, they can fight again.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Bathe in Their Blood!:&#039;&#039;&#039; At the end of the combat phase, if the general is on the battlefield and any enemy units were destroyed by an attack made by friendly Kraith units, you receive a command point.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability - Inspired by Carnage:&#039;&#039;&#039; Add 1 to wound rolls for unit for that combat phase.&lt;br /&gt;
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*&#039;&#039;&#039;Artifact - The Venom of Nagendra: Once per battle, you can use it to deal D6 Mortal Wounds to an enemy but the bearer can&#039;t fight with their weapons in that round of combat. &lt;br /&gt;
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When the ability goes off, you&#039;ll feel like top of the world, but when it doesn&#039;t you&#039;ll feel like a chump.  Also, hope you like Sisters of Slaughter, because this Temple is near worthless without them.  As it is, a decent option but inferior to the others unless you really want command points.&lt;br /&gt;
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&#039;&#039;&#039;Khailebron&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Ability - Concealment and Stealth:&#039;&#039;&#039; Your enemy gets -1 to hit in the shooting phase against Khailebron units. This plugs one of your army&#039;s major weaknesses (getting shot to pieces)&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait - Mistress of Illusion:&#039;&#039;&#039; Subtract 1 from hit rolls for melee attacks made against the general.  &lt;br /&gt;
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*&#039;&#039;&#039;Command Ability - Masters of the Shadowpaths:&#039;&#039;&#039; At the start of the Hero Phase choose a friendly unit wholly within 12&amp;quot; of a Khailebron general.  Pull them off the battlefield and Deep Strike them anyplace outside of 9 inches of the enemy. This unit cannot move in the next movement phase.  Essentially turns all of your units into pseudo Khinerai units and [[Awesome|can even be used to pull them out of an unfavorable combat]]. Put Mindrazor and Catechism of Murder on a unit of Blood Sisters, teleport them behind enemy lines and watch them wreak havoc. &lt;br /&gt;
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*&#039;&#039;&#039;Artifact - Whisperdeath:&#039;&#039;&#039; Pick one of the bearer&#039;s melee weapons.  Hit rolls of 6 with this weapon deal 1 mortal wound to the target in addition to normal damage.&lt;br /&gt;
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A tricksy temple, but amazing when you know how to use it.  Having 1- to being shot at is wonderful given your low saves.  Between the shooting debuff and teleportation abilities, shooting armies will hate the Khailebron Temple, especially Kharadron Overlords (suck it, you godless stunties!).   Since the command trait is an ability not a spell your opponent will have to play around it every round. Just remember to keep your general out of harms way.&lt;br /&gt;
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&#039;&#039;&#039;Khelt Nar&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Ability - Strike and Fade:&#039;&#039;&#039; Khelt Nar units can retreat and charge later in the same turn.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability: Bleed the Mind&#039;&#039;&#039;: Pick one friendly Khelt Nar unit wholly within 12&amp;quot; of a Khelt Nar hero.  For every time a melee attack targeting the Khelt Nar unit rolls an unmodified 1, the attacking suffers 1 mortal wound. This, with bladed bucklers and the martyrs sacrifice prayer creates a very prickly unit that can easily bleed the enemy dry in a round of combat.&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait - The Circling Flock&#039;&#039;&#039;: Once per battle, you can summon 1 free Khinerai unit consisting of 5 Khinerai Harpies of either type, deployed as per their &amp;quot;Descent from Above&amp;quot; rules.&lt;br /&gt;
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*&#039;&#039;&#039;Artifact: Gaisa&#039;s Falx:&#039;&#039;&#039; Pick one melee weapon carried by the bearer.  Each unmodified hit roll of 6 becomes two hits, roll to wound and save for each hit.  Best used on a Slaughter Queen.&lt;br /&gt;
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A Temple with a lot of dirty tricks.  It lacks the punch of the Draichi Ganeth or the defensive power of Hagg Nar, but it gives a lot of unique ways to mess with your opponent.  While a fun playstyle, and recommended if you really like Khinerai Harpies or want to mess with your opponent, if you want to play competitively, other temples are recommended.&lt;br /&gt;
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&#039;&#039;&#039;Zainthar Kai&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Abilities - Khaine’s Essence:&#039;&#039;&#039; Add 1 to the Bravery of Melusai and Khinerai units &#039;&#039;&#039;Vault of the First Blood:&#039;&#039;&#039; Get a free artifact from the Gifts of Morathi table.&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait -  Curse of the Bloody Handed:&#039;&#039;&#039; At the end of combat on a roll a die for each enemy unit within 3”, deal d3 mortal wounds on a 5+.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability - Power in the Blood:&#039;&#039;&#039; Once per phase pick a friendly Melusai or Khinerai unit wholly within 12” and add 1 to their melee weapons until the end of that phase.&lt;br /&gt;
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*&#039;&#039;&#039;Artifact - Crimson Talisman:&#039;&#039;&#039; Subtract 1 from wound rolls that target the bearer&lt;br /&gt;
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The new Snake Heavy Army.  Although the Command Trait is kinda eh, the command ability is where this subfaction shines. The Blood Sisters are already pretty crazy, then add on all the buffs, and this command ability to delete whatever you point them at. The bonus Bravery and a free artifact are always welcome.&lt;br /&gt;
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For competitive play, Hagg Nar has been eclipsed by Draichi Ganeth, with Khailebron arguably being the best choice given the current shooting meta.&lt;br /&gt;
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==Warscrolls==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;ORDER&#039;&#039;&#039;, &#039;&#039;&#039;AELF&#039;&#039;&#039; and &#039;&#039;&#039;DAUGHTERS OF KHAINE&#039;&#039;&#039;.&lt;br /&gt;
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===Named Characters===&lt;br /&gt;
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;&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Morathi-Khaine.pdf Morathi-Khaine] and [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_TheShadowQueen.pdf The Shadow Queen]&#039;&#039;&#039;: New from Broken Realms: Morathi, this version of Morathi costs 600 points and has both versions of the new goddess of murder on the board at the same time. Their stats are largely unchanged including importantly the 3 wound per turn rule (there are some changes: The shooting attack on the Shadow Queen is now a straight D6 damage attack, Morathi doesn&#039;t double casting range anymore but her personal spell is range 36), but there are some important changes. For starters, both versions are now immune to instant death (suck it Nagash) and wounds done to Morathi-Khaine now carry over to Shadow Queen, with both disappearing when the Shadow Queen goes down. You should also note that Morathi always counts as a general, even if you have another general, and the old trick of dealing wounds to her outside of the turn to get around her 3 wounds per turn thing no longer works. All in all, the selling point here is that you get her powerhouse casting, and command ability, while still getting the brutal close combat power, which is a hell of a selling point. These two can take on almost any named character in the game (even Gotrek will struggle) and at 600 points, they better. &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_the_blade-coven_en.pdf Morgwaeth the Bloodied and Hag Coven] : (80 points) The models from the recent Daughters of Khaine Underworlds warband. Functionally just a named Hag Queen with a range 2 dagger and a handful of extra models. Can now take artifacts and command traits, plus comes with the Hagg Narr keyword, but can take another Prayer. Let&#039;s get real here: the selling point is that her Warband can intercept wounds for her on a 4+. Almost auto include in the new battletome (unless it is indeed a typo and needs errata) as she is now 10pts cheaper than a Hag Queen with essentially 4-5 more wounds.&lt;br /&gt;
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===Heroes===&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-slaughter-queen-en.pdf Slaughter Queen] : (100pts) The old Death Hag got split in two, the Slaughter Queen has pair of weapons: The &amp;quot;meh&amp;quot; Blade of Khaine which is pretty much a bog-standard weapon, combined with the a stronger but ridiculously named &amp;quot;Deathsword&amp;quot; which has a slightly better profile and does D3 damage; She is your primary priest, always casting on a 3+ but wounding herself on a 1. Unfortunately, her prayers are... weird, she isn&#039;t really a fantastic buffer for friendly units.  is an incredibly unreliable way of tossing Mortal Wounds at your enemy and the other is a buff. That can only target her. Though to be fair, the buff is pretty good, increasing her meh knife&#039;s damage to D3, essentially matching her Deathsword, which will put the lady at 7 damage D3 attacks, enough to kill bigger units all on her own. Her other good prayer is the ability to fight twice in the combat phase, which you should use if she goes up against hordes rather than monsters. She can also have this ability as a command ability, allowing a friendly unit to pile in during the hero phase. The last prayer is an odd one, forcing your opponent to play &amp;quot;[[What|guess which hand]]&amp;quot; or suffer D3 mortal wounds... essentially a bizarre throwback to old legacy rules. In short, altogether she is a 5 wound 5+ save model who will die to angry thoughts if she gets to close to an actual combat. Leave her at home unless she&#039;s your general or you&#039;re running Shadowhammer compact; IF you take her as general her command ability makes your Witch Aelves kill more than what a Hag Queen would do, making her a better option in this case. *One thing to remember is that priests get an extra prayer from the list of khainite prayers, and therefore can actually pray twice in your hero phase.&lt;br /&gt;
:*She can also attempt to unbind one spell in your enemy&#039;s hero phase as if she were a wizard, which is nothing to be sniffed at. If you have Bloodwracks as well, you can effectively shut down your opponent&#039;s magic every turn.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-hag-queen-en.pdf Hag Queen] : (90pts) The slaughter queen&#039;s little sister and amazing supporting choice. She doesn&#039;t have the Deathsword, the &#039;&#039;Dance of Doom&#039;&#039; prayer, the ability to unbind spells, or any command ability. Instead she has a chalice of Witchbrew which allows a friendly DoK unit within 3&amp;quot; to re-roll wounds until your next hero phase AND makes your units immune to battle shock. She can turn a unit of 30 Witch Aelves into an unstoppable orgy of slaughter. &amp;lt;s&amp;gt;Until AoS2 comes in, two Hag queens are mandatory in pretty much any DoK list.&amp;lt;/s&amp;gt; AoS3 is here and hags went to 100pts. This mixed with increase of the shooting meta makes hags an issue. However, for an extra 40pts (140pts total) its recommended to take Morgwaeth’s Blade-coven, the beastgrave unit. Same as a standard had except has a mini unit to assist, and on a 4+ you can transfer wounds from Morgwaeth to the unit. Side unit is two witch aelves, a sister of slaughter and a blood stalker. With the new battletome you have to roll to see if you get the rerolling and no battleshock on a 5+. But as the rounds go on these you get +1&#039;s as you get buffs. +1 on rounds 2, 3, and 4, so by the time round 4 comes you&#039;ll be rolling for it on a 2+, if she&#039;s still alive by then.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-hag-queen-caludron-blood-en.pdf Hag Queen on Cauldron of Blood] 220pts &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-slaughter-queen-on-cauldron-of-blood-en.pdf Slaughter Queen on Cauldron of Blood] 270pts : (Behemoth) A centerpiece in every sense of the word. It draws the eye and is absolutely essential for turning an assortment of powerful units into a coherent army. Basically a straight upgrade for one of the Queens with an Avatar of Khaine strapped to the same model; needing to be animated with prayers each turn &#039;&#039;(or wait for Blood Rites to kick in by turn 3)&#039;&#039; This also means that there is practically no situation where the Avatar will be without a Priestess to animate him since they are both sharing the same model in this case, making it a safer bet than marching either of them around solo where one or the other can get picked off. It also has extra attacks thanks to the attendant sisters and an added charge bonus which inflicts Mortal Wounds. It also allows DoK units within a diminishing range to add +1 to their save rolls, so this unit is definitely worth having considering how fragile the army is in general, though there really isn&#039;t much more to say beyond the standard rules for the Hag/Slaughter Queens. The Slaughter Queen on Cauldron of Blood is almost always going to be the general in any Daughters of Khaine army. It&#039;s buffs, bulk, command ability, and output are just too good not to use.&lt;br /&gt;
:*If you are still considering which way to go between the Shrine or the Cauldron. You are mostly weighing up whether you want the Aura of Agony for causing mortal wounds in a radius, or the Bloodshield for giving your sisters a +1 to saves. Everything else is pretty much the sum of the model&#039;s parts since the actual Shrine/Cauldron itself has mostly the same profile and attacks in either version simply added to whatever hero is mounted on top of it, which you could have deployed separately. However one big factor to remember is that the Cauldron of Blood can still move around the tabletop without having to animate the Avatar, leaving your Priestess to use a different prayer in her hero phase if you want to.&lt;br /&gt;
:*If you want a death-train, make a Slaughterqueen on this thing your general, then give her Mistress of Poisons, the Crone Blade and Catechism of Murder, wait for Turn 3 then charge something; you&#039;ll get +1 to the damage of all your melee hits since Mistress of Poisons works for all of the cauldron&#039;s attacks, and with Crone Blade on the Avatar&#039;s attack you get more than a chance to cause casualties and recover wounds, since it now does 4 damages per non saved attack, compensating for your fragility ( you still have 13 wounds with a 4+ save but some generals can be tougher); factor in Catechism of Murder ( solid, given this model has 19 attacks) and a self cast Orgy of Slaughter and... well, you won&#039;t regret skipping one of the temples for this. IF you don&#039;t care about the Crone Blade, take a Hagbrew instead.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-bloodwrack-medusa-en.pdf Bloodwrack Medusa] : (100pts) Oh boy, looks like GW gained a bit of our love for [[Monstergirls]], because the Bloodwrack Medusa got better &#039;&#039;and&#039;&#039; 40 points cheaper.  They&#039;ve gone from &amp;quot;a good choice for any list&amp;quot; to &amp;quot;you are playing this game wrong if you don&#039;t have one&amp;quot; status, expect to see them everywhere until nerfed into the ground.  In addition to her pervious bits of goodness, her Whisperclaw now deals a Mortal Wound on an unmodified hit roll of 6, and while still a Wizard she gained an extra attack with her spear and can unbind an extra spell.  Kept her absolutely brutal shooting attack, where you roll a dice for every model in a unit and every 5+ is a Mortal Wound, and has a metric ton of close combat attacks, with a theoretical maximum of 16 wounds (average dice rolls will probably render it closer to 5 or 6, depending on what turn it is).  &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bloodwrack-shrine-en.pdf Bloodwrack Shrine] : (160pts, Behemoth) While you should probably get a Cauldron of Blood first, if you wanted to keep the Queens and Avatar separate you will be left with a Bloodwrack Shrine, either that or you bought a second model.  Benefitting from GW&#039;s seeming new case of [[Monstergirl]] love, it&#039;s only 50 points more than the Medusa on her own and 50 points cheaper than its previous cost while keeping all its goodies. It costs you 2 inches of movement but it more than doubles your wounds, gives you the Shrinekeepers attacks, the Bladed Impact rule AND gives you the Aura of Agony, which causes D3 mortal wounds ALL ENEMY UNITS within a 7&amp;quot; radius on a diminishing die roll, starting at 2+, which coupled with her Bloodwrack Stare means that the Shrine has the potential to be doling out a lot of mortal wounds in a given turn. They are also Wizards now, being able to cast/unbind a single spell per turn.&lt;br /&gt;
:* If you&#039;ve got an extra Cauldron to assemble as one of these, remember that it&#039;s only 50 points more than a normal Bloodwrack Medusa, trading in those 80 points and 2 points of movement for double the wounds, the Shrine Keepers attacks and the Aura of Agony. That&#039;s pretty cheap all told, and since it&#039;s not a monster, it&#039;s still harder to shoot in AoS2, so it&#039;s worth considering.&lt;br /&gt;
:*Remember that a Bloodwrack Shrine can cast Steed of Shadows on itself to fly 16&amp;quot; and get that Aura of Agony + Bloodwrack Stare where it would hurt the most.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_Melusai_Ironscale_eng.pdf Melusai Ironscale] : (110pts) Daughters of Khaine&#039;s newest Hero! Decently killy with okay survivability having 6 wounds ignoring spells effects on a 5+. But where she shines is in her abilities. Anytime she kills a model in combat she can give a unit of Melusai wholly within 12&amp;quot; an extra attack (Seeing as how her attacks do D3 dmg this should be relatively easy to get off, more so if you give her an artifact). Combine this with the new command ability given by the Zainthar Kai Temple and you&#039;ll have your squad of 10 blood sisters doing 50 attacks(!) along with whatever other buffs you&#039;ve given them. Her command ability allows her to patch up a major weakness in snake armies allowing a unit to run with 2d6 instead of 1d6 and allowing them to run and charge for that phase. And finally at the end of combat on a 3+ an enemy within an inch takes a mortal wound it&#039;s not gonna win you games but it&#039;s nice. Overall a must have if you are running a Melusai army.&lt;br /&gt;
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===Troops===&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-witch-aelves-en.pdf Witch Aelves] : (BATTLELINE, Min:10, Max:30 100) The new battletome went and mixed it up a bit, giving Witch Aelves the Bladed Buckler rule which used to be unique to the Sisters of Slaughter. If you take the Buckler then they get a 5+ save (4+ within the blood shield aura) with any roll of a six causing an immediate mortal wound on the attacker. This and the &#039;&#039;Fanatical Faith&#039;&#039; allegiance ability has increased the Witch Aelves survivability somewhat. If you&#039;d rather have them be more killy, you can swap the buckler for an extra sacrificial knife which grants them another attack, up to three per model, which makes them rather choppy for a cheap unit, this can be further upgraded thanks to the &#039;&#039;Frenzied Fervour&#039;&#039; rule which grants them a +1 bonus to wound whenever they are WHOLLY within 12&amp;quot; of DoK Hero in the combat phase, with each potentially throwing out 3 3+/3+/-/1 attacks per turn with rerolls depending on what turn it is, which isn&#039;t too terrible for a front-line unit. No matter what option you take they are still fragile though. Big units of 30 are currently staples of the tournament scene so make sure you take big unit so they can reach the enemy.&lt;br /&gt;
:*It&#039;s worth bearing in mind that if you took bucklers you should always take your save even if the enemy has a good rend value and your Witches actually have no hope of surviving. The save inflicts the mortal wound on a six after any rerolls but &#039;&#039;before modifiers&#039;&#039; such as rend or debuffs, thus you might get a free mortal wound or two on your opponent even though your ladies are caught in the headlights and can&#039;t do anything about it.&lt;br /&gt;
:*If you do the math, bucklers are better: slightly lower damage output ( a difference of decimals even when counting stacks of bonuses to attacks) but they double your odds of surviving a hit, which will leave more witches on the table for more attacks and chances of mortal wounds; consider giving the buckler to all of your witches or at least most of them.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sisters-slaughter-en.pdf Sisters of Slaughter] : (BATTLELINE, Min:10, Max:30 120) The counterpart to the Witch Aelves took a different role with the recent update. They lost their bonus to saves in close combat and are just as fragile as Witch Aelves, who now share the Bladed Buckler rule. They can trade their shield in for the Sacrificial knife, which gives them an additional short ranged attack at the expense of some durability. Their unique special rule is that they can be chosen to pile in and fight up from up to 6&amp;quot; away rather than 3&amp;quot;, which means they have a massive threat radius without even charging and can jump on to the enemy during his own Combat Phase. A good use of these ladies might be to hover around your own units and perform a counter-charge whenever one of your weaker units gets threatened, dog-piling on the enemy when he thought he had the advantage. Their long pile in means that they&#039;re also one of the only units in the game that can bypass the Idoneth Deepkin&#039;s Turn 3 combat priority or the weird Gloomspite Gitz Fanatic &amp;quot;Always Strikes First&amp;quot; ability. No longer recieve a horde bonus and are more expensive than Witch Aelves now.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-morathi-blood-sisters-en.pdf Blood Sisters] : (Optional BATTLELINE: Bloodwrack Medusa General, Min:5, Max:20 130). Your gorgon snake-chicks whose job is to be the army&#039;s elite melee anchor unit. Armed with Glaives and their Crystal Touch attacks, they can throw out a reliable amount of damage every turn. Glaives have three 3+/3+/-1/1 attacks at 2&amp;quot; range which would be decent before you consider rerolls from Blood Rites or further buffs from prayers. Sadly Crystal touch took a nerf and now activates at the end of combat and targets 1 enemy unit within 1&amp;quot;. The main problem is that they cost quite a lot for only a few models, yes they have two-wounds each but they are still fragile with a 5+ save(unless you bring a cauldron, which you should) and even with Fanatical Faith they really don&#039;t have a ton of staying power (for example despite being an elite unit they are less durable than a Liberator or Chaos Warrior) so you will be feeling the loss of each one heavily. Keep them protected with the massive number of buffs you can pile onto them. Large units are also a must simply because of the MASSIVE discount they get in groups of 20. They still pack a punch, and with Morathi&#039;s new ability they can get +1 Attack, as well as +1 attack from the new Ironscale. They can also benefit from the ironscales command ability which lets them run and charge with a 2d6 Run move. &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-morathi-blood-stalkers-en.pdf Blood Stalkers] : (Optional BATTLELINE: Bloodwrack Medusa General, Min:5, Max:20 140) Not Longer terrible! In the shadow and pain box blood stalkers have had an upgrade. Now back to 140pts, they have 2 shots each at a 3+/3+/-1/1 with unmodified 6&#039;s still causing a mortal wound. This means a unit of 5 can pump out 10 shots now. Added with the changes to Morathri, this means they can also shoot in the hero phase for a command point. So a unit of 20 could do 80 shots a turn! They still have their 24&amp;quot; range and movement 8, with 2 basic attacks in combat. These can now make a solid backbone of a low drop force as you can alpha strike your biggest threat turn one. Worth looking into. Can no longer re roll hit&#039;s with blood rites, but are now battleline. &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-khinerai-lifetakers-en.pdf Khinerai Lifetakers] : (Min:5, Max:20 80pts) One of the new Khinerai Harpy units. Lifetakers behave pretty much like flying Witch Aelves. With a pair of average attacks and a version of the Bladed Buckler called the Heartpiercer Shield, which is essentially the same thing; granting them a 5+ save that causes mortal wounds to attackers on six. Strictly speaking they are worse in close combat than Witch Aelves, but they can FLY for one, as well as bein able to Deep Strike onto the battlefield anywhere more than 9&amp;quot; from the enemy. The real draw with Lifetakers over other similar units is that they gain +1 damage whenever they charge into combat and can also fall back from combat &#039;&#039;&#039;after&#039;&#039;&#039; they have completed all of their attacks on a die roll of 4+, so you can escape during an enemy turn and just charge them again on your own. Get enough of these together and they&#039;ll be taking anything down. &lt;br /&gt;
:* In the new meeting engagement format, these ladies are golden. At 14&amp;quot; movement and a smaller board size in meeting engagement, you are better off deploying them at the edge of the board with a Hag queen. Buffed with Witch Brew and Catechism of Murder, a small unit of 5 will rip any light unit of 10 to shreds. Battleshock will finish the job and you even have a 50/50 chance of backing off to capture the nearby objective. Since they are just 1 wound per model, it works to your advantage when counting wounds to compete for victory points in meeting engagement. &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-khinerai-heartrenders-en.pdf Khinerai Heartrenders] : (Min:5, Max:20 80pts) The other of your two new Khinerai Harpy units. The Heartrender variant are your ranged specialists who can fling their barbed javelins up to 12&amp;quot; doing decent 3+/3+/-1/1 damage; although that&#039;s only one attack each. While this is actually pretty decent when you compare them to a similar unit like Prosecutors with Stormcall Javelins, Lifetakers come with even more special rules that make them useful. Firstly, they can Deep Strike, arriving anywhere on the table more than 9&amp;quot; from the enemy when you feel like, which is still happily within their shooting range, which also has their Rend characteristic boosed to -2 for that alpha strike attack. Allowing you to genuinely strategise with where to put them and what they can hurt. They can also shoot after running and fall back after shooting on a die roll of 4+, meaning that although 12&amp;quot; is quite a short range for a ranged weapon you have a chance of darting in and out an inevitable counter-charge when the enemy gets annoyed with you. They also have the Heartpiercer Shield which makes them more resilient though admittedly you don&#039;t want this unit in melee because they do so much better as a harassing unit.&lt;br /&gt;
:* At 90 points, it&#039;s not hard to get your points back for this unit in ways other than simply killing something outright. Drop two Draichi Ganeth Slaughter Troupe 5-Harpy units in your opponents back field and pepper a hiding hero with your Javelins until you can aggro one of his units to come take care of you. Note: Be mindful of your surroundings and don&#039;t drop into a bunch of gun lines... but if you do, they&#039;ll spend a turn shooting two 80 point units rather than your 300 point blobs of Witch&#039;s and Sister&#039;s. Anyways, if you get something to bite, let them charge you, then fly/run/retreat out of there &#039;&#039;towards&#039;&#039; your opponents now-isolated Hero and decide where to go from there. &lt;br /&gt;
:* Heartrenders can also serve as line backers, able to move and support your units where needed. Use this when faced against armies that put out more damage than they can handle, sitting them behind your hordes of Witches/Sisters to take the brunt of your opponents abuse and chucking Javelins at them then moving into combat to mop up whatever is left. &lt;br /&gt;
&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doomfire-warlocks-en.pdf Doomfire Warlocks] : (Min:5, Max:20 120pts) The only males in the faction that you&#039;ll see on the tabletop. These guys are actually incredible. They are excessively fast at 14&amp;quot; and they now come with two-shot crossbows they are still great, as they&#039;re pretty tough and units of them are collectively Wizards. This makes them incredibly versatile already, letting you play small units to either shoot Mortal Wounds or buff your squishy ladies, but the really great part is their unique spell. First, it&#039;s casting value 6, so very easy to get off, then you get +1 to cast if the unit has 5+ models and then its a damage spell that scales to your unit size, topping at a flat 6 Mortal Wounds at 10+ models. Six. Mortal. Wounds. If your opponent sees that even once, he will focus your Warlocks down, but that&#039;s alright, since it means ignoring your Sisters of Slaughter and as soon as those ladies are in melee, your Warlocks are safe again.&lt;br /&gt;
:*Another way to use them is to ignore their trademark spell and see them as a mobile buff support unit. Most time than not DOK tends to be a single directed steam roller which not many units to sit back and cap objectives. This is where The warlocks comes in, they are fast enough to cap and tough enough to stick a little longer vs smaller opposing units compared to using harpies for the similar role esp if they are within range to the blood shield! To top it off their insane 14&amp;quot; movement allows you to position your warlocks in such a way what they can be outside the 30&amp;quot; dispel radius from your opponent and still in range to buff your own units - So use them like the fluff - males whom are only useful as support units to empower our witches and cap objectives so the killing can be done by the girls of khaine.. I mean morathi... &lt;br /&gt;
:*[[Eldar |Even though they are Cavalry, there are multiple ways of being able to Teleport them into the face of your opponent on Turn 1]]. Taking a Shadow Patrol with two units of 10 Warlocks and a General with the Khailebron Command Trait can do just this. [[Rape |That is 6 Mortal Wounds plus 40 4+/4+/-/1 Crossbow shots, and whatever spells you loaded onto the second unit hitting your opponent at once]].* &lt;br /&gt;
:*Actually worth considering now since a 5 man unit gets +1 to casting now. Keep them out of range of ranged units and pump out those mortal wounds&lt;br /&gt;
&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Khainite_Shadowstalkers_ENG.pdf Khainite Shadowstalkers] : (Min:9, Max:18, 100 points). Your Warcry Warband put into the main game. Unlike most Warcry Warbands however, it&#039;s actually pretty decent in Age of Sigmar. It has semi-decent damage output (a 6 inch range shooting attack that hits on 4s and wounds on 3s with no rend, 6s to hit are mortal wounds, and 2 4+, 3+ 1 damage melee attacks per model) with the main event being the unit champion (3, 3+, 3+, rend -1, D3 damage attacks). Enemies also have -1 to hit them in melee (making them tougher than they look), but none of that is why you take them. No, you take them because they can teleport around the battlefield at will. Even after being set up, they can bounce to any point on the field outside  of 9 inches of the enemy, with no requirements (no CP, no magic, not even being in combat can stop them). The sheer level of mind games this lets you play with your opponent makes them worth taking right off the bat; Attacking isolated heroes, slipping past enemy lines to get at war machines, hopping onto abandoned objectives, all of it is incredibly easy for the Shadowstalkers and your opponent will have to account for all of it. And even if they do and you can&#039;t slip past enemy lines, you can still deploy them as a normal, if fragile, melee unit. Definitely worth a look, especially if you&#039;re rocking Khailebron (where they&#039;re at their most thematically appropriate).&lt;br /&gt;
&lt;br /&gt;
===Behemoth===&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-avataar-en.pdf Avatar of Khaine] : (Behemoth 130pts) So you built a Bloodwrack Shrine and had the statue of Khaine left over? Well GW have fixed that for you. Like 40k Eldar players you can bring your very own incarnation of war and murder to the tabletop. Except this one is an spiky iron golem animated by the prayers of the nearest Death Hag rather than a [[Grimdark|burning daemon animated by the soul of a dead warrior]]. This means that the Avatar &#039;&#039;&#039;&amp;lt;u&amp;gt;NEEDS&amp;lt;/u&amp;gt;&#039;&#039;&#039; to be accompanied by a Priestess and keep her protected, otherwise it stands on the battlefield doing nothing each turn and you&#039;ll have wasted your points. This becomes less of an issue if you have the &#039;&#039;Blood Rites&#039;&#039; allegiance ability, which automatically animates your statue from turn three onwards, but seriously, you want this thing moving before then because it&#039;s a heavy hitter. In close combat it throws out four attacks at -2 rend and 3 damage, making it your primary character slayer. It also has a ranged attack that spews blood all over the enemy, with six shots at 3+/3+/-2/1 (higher rend than its version on Cauldron) it is nothing to scoff at, making it the near equivalent of whole ranged units in other armies &#039;&#039;(for example: it causes more wounds than a 10 man squad of Glade Guard)&#039;&#039;. &lt;br /&gt;
:*One problem? The Avatar does very little other than be a simple beaststick, it does provide Daughter of Khaine a +1 bravery bonus within 7&amp;quot; although bravery is not one of the major problems the Daughters have to face &#039;&#039;(poor saves come higher on the list)&#039;&#039; though thankfully the bravery bonus applies whether the Avatar is animated or not, because it&#039;s still a giant religious icon of their war god.&lt;br /&gt;
:*Buff your Avatar with Mindrazor and watch him wreck everything in range. His attacks will always be four attacks with -3 rend and 4(!) damage each on the charge. And once in if he is in blood shield aura range he can last quite a while with a 3+ save and 9 wounds&lt;br /&gt;
:*Unfortunately the big issue with the Avatar of Khaine is that it comes on the Cauldron of Blood, which is just a much better use of it. It misses out on 3 inches of movement, but on the other hand, it can still move without being awoken and is accompanied by a Hag/Slaughter Queen and the extra attacks from her handmaidens, turning the Cauldron into an incredible beat stick once the Avatar is awake.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and dodads are going to be likely added to the faction rules as default.&lt;br /&gt;
===From Start Collecting===&lt;br /&gt;
; Blood Coven (not legal in pitched battles) : &#039;&#039;A Hag Queen, one unit of Witch Elves and a Bloodwrack Shrine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Brides Of The Blade (from the new Start Collecting) : &#039;&#039;A Slaughter Queen, a Hag Queen, an Avatar of Khaine, one unit of Blood Stalkers or Blood Sisters and a Bloodwrack Shrine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per battle, the Slaughter Queen can automatically unbind a spell instead of rolling the dice like normal.&lt;br /&gt;
&lt;br /&gt;
===From Battletome Daughters of Khaine===&lt;br /&gt;
;Cauldron Guard (120/540pt. min.) : &#039;&#039;A Hag Queen, two units of Witch Elves and two units of Khinerai Lifetakers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds 1 to the units in the Cauldron Guards run and charge rolls. Anything that lets you move into combat faster is good. The Witch Aelves can charge after running, making them ridiculously fast (especially with rerolls  of 1s) and now your Lifetakers make their charge on an 8 rather than a 9 after landing, letting them more consistently get the charge and their charging bonuses.&lt;br /&gt;
&lt;br /&gt;
;Slaughter Troupe (130/630pt. min.) : &#039;&#039;A Slaughter Queen, two units of Sisters of Slaughter and two units of Khinerai Heartrenders.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lets all the units in the Battalion fall back and still shoot/charge. Given that in 2nd Edition of Age of Sigmar, you can only shoot at units you&#039;re in combat with, this lends the Heartrenders a lot of versatility, not needed in the Khelt Nar subfaction but it still has a use since know you need to have charged to get +1 dmg from Mindrazor&lt;br /&gt;
&lt;br /&gt;
;Shadow Patrol (130/770pt. min.) : &#039;&#039;Two units of Doomfire Warlocks and a total four units of Khinerai Heartrenders or Lifetakers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In your movement phase, instead of making a normal move with a unit from this battalion, you can say that it will navigate the shadowpaths. If you do so, remove that unit from the battlefield and set it up again anywhere on the battlefield more than 9&amp;quot; from any enemy units. Holy shit. 6 units teleport around each turn all with very annoying ranged spells and attacks. Threaten objectives, snipe heros, and just generally be annoying.&lt;br /&gt;
&lt;br /&gt;
===From Grand Alliance Order===&lt;br /&gt;
;Bloodwrack Sisterhood (940 pt. min.) : &#039;&#039;A Cauldron of Blood, a unit of Bloodwrack Medusae, a Death Hag, and 3-6 units choose between the following: Witch Aelves Doomfire Warlocks or Sisters of Slaughter.&#039;&#039;&lt;br /&gt;
: During your hero phase roll a D6 for each battalion unit within 3&amp;quot; of an enemy unit and within 9&amp;quot; of the Cauldron of Blood. On a 6 that unit can immediately pile in and attack as if it were the combat phase. This does not stop them from piling in and attacking again later that turn.&lt;br /&gt;
&lt;br /&gt;
===From Broken Realms: Morathi===&lt;br /&gt;
;Vyperic Guard (140/1160 pt. min.) : &#039;&#039;A Morathi-Khaine, a Shadow Queen, 1-2 Bloodwrack Medusae or Melusai Ironscales in any combination, 2-3 units of Blood Sisters or Blood Stalkers in any combination.&#039;&#039;&lt;br /&gt;
:Once per battle, a hero from this battalion can use a command ability without spending a command point. Now fits all your battleline.&lt;br /&gt;
&lt;br /&gt;
;Scathcoven (140/560 pt. min.) : &#039;&#039;1 Bloodwrack Medusa or Melusai Ironscale, 1-4 Blood Sisters, 1-2 Blood Stalkers, 0-2 Khinerai Harpie units.&#039;&#039;&lt;br /&gt;
:Units from this battalion do not take battleshock tests.&lt;br /&gt;
&lt;br /&gt;
;Shrine Brood (120/980 pt. min.) : &#039;&#039;2 Bloodwrack Shrines, 2 Units of Blood Sisters or Blood Stalkers in any combination, 2 Khinerai Harpie units.&#039;&#039;&lt;br /&gt;
:In your hero phase, you can pick any number of units from this battalion that are within 6 inches of Shrine from the same Battalion. 1 model from each unit picked is slain. You can heal 1 wound allocated to the Shrine for each Khinerai model slain and 2 wounds for each Melusai model that was slain. Not sure why you would take 2 Bloodwrack Shrines, and Melusai are pretty expensive per model to be sacrificing to keep your Shrine alive.&lt;br /&gt;
&lt;br /&gt;
==Super-Battalions==&lt;br /&gt;
===From Battletome Daughters of Khaine===&lt;br /&gt;
&lt;br /&gt;
;War Coven of Morathi (100/3160pt. min.) : &#039;&#039;1 Vyperic Guard, 1 Cauldron Guard, 1 Slaughter Troupe, 1 Scathcoven, 1 Shadow Patrol&#039;&#039;&lt;br /&gt;
Do not take a battleshock test for War Coven of Morathi units while Morathi-Khaine is on the board&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
If it ever come back in stock, begin with the Daughters of Khaine Blood Coven box, and magnetize the Cauldron/Shrine so you can reconfigure it as needed.&lt;br /&gt;
&lt;br /&gt;
Start out with ten Sisters of Slaughter and two boxes Doomfire Warlocks. If you happen to have the Mistweaver Saih from Silver Tower, add her.&lt;br /&gt;
&lt;br /&gt;
Then, add a second box Sisters of Slaughter and a third box Doomfire Warlocks. You now have twenty crazy murder ladies and fifteen crazy mounted murder mages and possibly a Wizard to keep them company.&lt;br /&gt;
&lt;br /&gt;
If you desperately want Witch Aelves, get thirty of them at once. That MIGHT be enough to get them into combat. &#039;&#039;With Khailebron, you are not so vulnerable to enemy shooting = more surviving Witch Aelves, and you can buff them and then teleport them to take out any key units the enemy has (preferably on turn 2+ for that secure charge). Peachy says that he has seen a full unit of buffed Witch Aelves go through a Great Unclean One in a turn, so Witch Aelves are definitely not &amp;quot;bad&amp;quot; as an unit choice. But still take them in groups of 30.&#039;&#039; &lt;br /&gt;
Witch Aelves are expen$ive as fuck, though, so look for bargains or used models if you want several boxes worth of them.&lt;br /&gt;
&lt;br /&gt;
Two boxes Khinerai Heartrenders add even more ranged damage and allow you play a Slaughter Troupe.&lt;br /&gt;
&lt;br /&gt;
Alternatively if you want to start a Melusai get two halfs of the new Shadow and Pain set (Hell get three it&#039;s such a good deal and you can just sell off the extra Ironscales) and get two Start Collecting box&#039;s. This will leave you will 30 Melusai, 10 Hapries, and as many Heroes as you could want. From there either expand with some more Melusai, add in some wildcards with Sisters of slaughter/Doomfire Warlocks, or hell add in Morathi.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cities of Sigmar:&#039;&#039;&#039; Darkshards and Sorceresses give you good ranged support, but their melee infantry moves too slowly to work well with yours.  Sorceress on Black Dragon can be fun if you have the points to spare, but anything she can do Morathi can do better, her only advantage is being cheaper. Scourgerunner Chariots throw out some good ranged support and 3 of them can take up a lot of room. Shadow warriors can be an alternative to Khineari due to their infiltration rules and shadow ability.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Idoneth Deepkin:&#039;&#039;&#039; Ideally you want to grab some Ishlaenn Guard, as those guys will soak up obscene amounts of damage for you. Nothing else is really worth considering.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gotrek:&#039;&#039;&#039; Big Daddy Gotrek is back, and is one of the best killers in the game. Takes up half the average army if teamed up with Morathi and makes an awesome hammer and anvil combo. Hes slow through, so build around that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
Rules are here&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-caludron-blood-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-witch-aelves-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sisters-slaughter-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bloodwrack-shrine-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doomfire-warlocks-en.pdf&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:F572:CEE6:59C6:3B10</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Daughters_of_Khaine&amp;diff=33865</id>
		<title>Age of Sigmar/Tactics/Order/Daughters of Khaine</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Daughters_of_Khaine&amp;diff=33865"/>
		<updated>2021-10-30T14:26:48Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:F572:CEE6:59C6:3B10: /* Pros */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Daughters of Khaine|Logo=Daughters_of_Khaine_battletome_art.jpg|Alliance=Order|Motto=Much bloodier and less NSFW than it appears.}}&lt;br /&gt;
&lt;br /&gt;
NEW BATTLETOME IS HERE!&lt;br /&gt;
&lt;br /&gt;
==Why play Daughters of Khaine?==&lt;br /&gt;
* You like the idea of playing an army of bloodthirsty, fanatical murderers but don&#039;t like Khorne.   &lt;br /&gt;
* You like the continuation of Morathi&#039;s story arc, and want to see her make her mark on the setting.&lt;br /&gt;
* You always wanted to play as [[Drow]] in Warhammer (replacing spiders with snakes and no Drow-colored skin outside of [[Homebrew]]).&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
&lt;br /&gt;
* 9/10 units and characters are [[Hot Chicks]] and [[Monstergirls]] in bikinis.  With the right choices, you literally have an army of hot chicks and monstergirls in bikinis.&lt;br /&gt;
* Morathi-Khaine is one of the most powerful playable characters in the game.  As a goddess with two bodies, she is on par with [[Alarielle the Everqueen|big]] [[Archaon|god-like]] [[Nagash|models]].  &lt;br /&gt;
* Some of the best melee in the setting, only a few including the [[Sons of Behemat|really big boys]], [[Khorne Bloodbound|the best followers of big red]] or [[Lumineth Realm-Lords|the elven methheads]] can hit like you do in combat.  &lt;br /&gt;
* They&#039;re a jack-of-all-trades able to fight in every phase with melee, shooting, magic, decent movement and bravery shenanigans.  &lt;br /&gt;
* A monster that DOESN&#039;T GET LESS EFFECTIVE IF IT TAKES WOUNDS (that also double as a giant angry statue of their god).&lt;br /&gt;
* Plenty of movement tricks.  Your basic troops (Witch Aelves and Sisters of Slaughter) have the ability to run and charge with only a musician, everything else except the heroes and Cauldron of Blood/Bloodwrack Shrines have movement 8-14, you can reroll 1s to run turn 1, 1s to charge turn 2, plus Deep Striking Khinerai, Khailebron&#039;s deep striking ability and Lore of Shadows spells that boost movement.&lt;br /&gt;
* The new rules for shooting at characters give the enemy -1 to hit unless the target is a monster. Think the Cauldron of Blood or the Bloodwrack Shrine would count? Nope, they&#039;re not Monsters. Keep them close to a unit and watch them get to combat unmolested.&lt;br /&gt;
* The Cauldron of Blood, with the right combination of relics, Command Traits and prayers is straight busted, coming in with a nightmarish amount of damage output both in shooting and close combat, powerful support abilities and the ability to heal itself through multiple avenues for 300-330 points.&lt;br /&gt;
* Shooting is actually good now. Blood Stalkers have two shots now and with Morathi can shoot twice in a turn. 80 shots with 6&#039;s doing mortal wounds? Yes please. Also now an actual viable strat since they are batteline now.&lt;br /&gt;
* Unlike the Fyreslayers, you&#039;ve got more variety of unit types so you don&#039;t have to worry about getting tired after painting the same colors for 60-80 models.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
&lt;br /&gt;
* These chicks are almost as naked as the fyreslayers, but they dont have fancy runes or 2 wounds to tide them over. Apart from their 6+ fanatical faith save, they have the usual Glass Cannon problem of being flimsy.  Our Infantry has a 6+ Save, and the other units - apart from Morathi - are softer than their equivalents in other armies unless you make the right choices (such as Hagg Narr and/or throw in a Cauldron. And don’t forget the bladed bucklers)&lt;br /&gt;
* They are rather expensive to collect in dollars, and even spending lots of money on models can still leave you with a comparatively low model count.&lt;br /&gt;
* They do not play well with others. If you&#039;re playing Daughters of Khaine, you&#039;re playing them in a Daughters of Khaine Allegiance army. They are incredibly reliant on their faction abilities to turn them from a bunch of expensive fragile units with some pretty good close combat into a unified army with some of the most brutal close combat in the game. You can ally other stuff into them, don&#039;t ally them with other stuff. (Not entirely true, Khinari Heartrenders slot nicely into most Order soup lists as its a good deepstrike bully unit)&lt;br /&gt;
* Not a magic heavy army (but can be a strong magically defensive army). Bar Morathi-Khaine, you only have the Bloodwrack Medusa, who only gives you one spell/two dispels per turn without relics or artifacts and the Doomfire Warlocks.  Mitigated a bit by the Doomfire Warlocks who can hit hard and get a casting bonus in units of 5 (which is what you want).&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Daughters of Khaine and Broken Realms: Morathi|points=[https://www.warhammer-community.com/wp-content/uploads/2019/10/5ae12374.pdf Daughters of Khaine Errata]}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
; Fanatical Faith : Daughters of Khaine can ignore wounds allocated to them on a 6+. Sweet.&lt;br /&gt;
;Blood Rites : The fantasy variant of &amp;quot;Power From Pain&amp;quot;. Every turn your units get a brand new special rule that stacks for the rest of the game.&lt;br /&gt;
:#&#039;&#039;&#039;Quickening Bloodlust:&#039;&#039;&#039; Reroll run rolls of 1.&lt;br /&gt;
:#&#039;&#039;&#039;Headlong Fury:&#039;&#039;&#039; Reroll dice rolls of 1 when charging.&lt;br /&gt;
:#&#039;&#039;&#039;Zealot&#039;s Rage:&#039;&#039;&#039; Rerolls 1s to hit in melee. In addition, an Avatar of Khaine always counts as being animated.&lt;br /&gt;
:#&#039;&#039;&#039;Slaughterer&#039;s Strength:&#039;&#039;&#039; Reroll 1s to wound in melee &lt;br /&gt;
:#&#039;&#039;&#039;Unquenchable Fervour:&#039;&#039;&#039; Your units rerolls saves of 1, and do not need to take battleshock tests.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&#039;&#039;&#039;Aelve Generals Only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Bathed in Blood:&#039;&#039;&#039; Increase your wound characteristic by 1 and you can heal 1 wound at the start of each hero phase. Good on a Cauldron of Blood, but there are better ways to get your wounds back.&lt;br /&gt;
#&#039;&#039;&#039;Zealous Orator:&#039;&#039;&#039; Add 2 to the bravery charteristic of units wholly within 12&amp;quot;. Worse than the old version for elves, better for snakes, and not as important anymore since Mindrazor now doesn&#039;t require higher bravery +1 dmg.&lt;br /&gt;
#&#039;&#039;&#039;Sacrifical Overseer:&#039;&#039;&#039; Add 1 to the hit rolls of the General&#039;s weapons. Lot of good options here, but this seems like a waste of a Command Trait, given you can have other better options.&lt;br /&gt;
#&#039;&#039;&#039;Terrifying Beauty:&#039;&#039;&#039; Subtract 1 on hit rolls against the General. Putting this on the Cauldron of Blood will drive your opponent insane. Stacks with the existing -1 against shooting for heroes close to a unit, meaning that everyone shooting at you will have a -2 to hit you.&lt;br /&gt;
#&#039;&#039;&#039;Master of Poisons:&#039;&#039;&#039; Add 1 to the General&#039;s weapons Damage characteristics. A Slaughter Queen with this will wipe out a unit a turn.&lt;br /&gt;
#&#039;&#039;&#039;True Believer:&#039;&#039;&#039; Ups the turn number for the unit&#039;s Blood Rites. Good to get an Avatar of Khaine awake turn 2 (turn 1 in a Hagg Nar army) and just generally a good choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BloodWrack Medusa only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Arcane Mastery:&#039;&#039;&#039; Reroll 1 casting, dispelling, or unbinding attempt in your hero phase, really good since the nerf to shadowstone ,and Mindrazor had the bump up to CV 8 but whether it&#039;s worth not taking a subfaction for is debatable.&lt;br /&gt;
#&#039;&#039;&#039;Writhing Coils:&#039;&#039;&#039; Substract 1 from hit rolls made against this general. Always good, shooting more than melee, so might as well just take Khailebron and get teleporting while you&#039;re at it.&lt;br /&gt;
#&#039;&#039;&#039;Fearsome Presence:&#039;&#039;&#039; Reroll failed Battleshock tests for units wholly within 12&amp;quot;. You&#039;re probably running snakes with a medusa general, so why not just take Zainthar Kai get +1 bravery and/or take the battalion that makes it so you don&#039;t take battleshock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melusai Ironscale Only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Veteran of the Cathrar Dhule:&#039;&#039;&#039; Recieve a CP on a 4+ while this general is on the battlefield in the hero phase&lt;br /&gt;
#&#039;&#039;&#039;Impenenetrable Scales:&#039;&#039;&#039; Add 1 to save rolls for this general. Gives your Melusai a 4+ instead of a 5+ save.&lt;br /&gt;
#&#039;&#039;&#039;Fuelled by Revenge:&#039;&#039;&#039; Use your Wrath of the Scathborn command ability for free once per battle.&lt;br /&gt;
&lt;br /&gt;
===Gifts of Morathi=== &lt;br /&gt;
(Can be given to any Daughter of Khaine Hero)&lt;br /&gt;
#&#039;&#039;&#039;Crown of Woe:&#039;&#039;&#039; Subtract 1 from the bravery of enemy units within 7&amp;quot;. This range doubles to 14&amp;quot; the first time the bearer slays an enemy model.&lt;br /&gt;
#&#039;&#039;&#039;Shadracar&#039;s Fang:&#039;&#039;&#039; One of the bearers melee weapons adds +1 to hit rolls. Also unmodified sixes do 1 mortal wound&lt;br /&gt;
#&#039;&#039;&#039;Amulet of Dark Fire:&#039;&#039;&#039; The bearer negates mortal wounds inflicted &#039;&#039;&#039;by spells&#039;&#039;&#039; on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Crone Blade:&#039;&#039;&#039; One of the bearers melee weapons heals the user by d3 at the end of combat phase if any units were slain with that weapon&lt;br /&gt;
#&#039;&#039;&#039;Thousand and One Dark Blessings:&#039;&#039;&#039; Nerf Bat Edition, No longer gives +1 save but instead gives you a 5+ FNP instead of a 6+&lt;br /&gt;
#&#039;&#039;&#039;Bloodbane Venom:&#039;&#039;&#039; If the bearer wounds an opponent but does not slay them, roll a dice after the combat phase. If the number equals/beats the victim&#039;s wound characteristic then it is slain outright.&lt;br /&gt;
&lt;br /&gt;
===Artefacts of Shadow=== &lt;br /&gt;
(Bloodwrack Medusa only)&lt;br /&gt;
#&#039;&#039;&#039;Shadow Stone:&#039;&#039;&#039; Add +1 to any casting attempts for Lore of Shadows spells. Helpful for making sure you get an important spell off. +1 to Casting the Withering is &#039;&#039;&#039;never&#039;&#039;&#039; a bad thing. Best way to get Mindrazor off. Nerf bat removed the re-reolling 1&#039;s on casts, still good but not the most have it was&lt;br /&gt;
#&#039;&#039;&#039;Rune of Ulgu:&#039;&#039;&#039; Bearer knows one extra Lore of Shadows spell. More options are never a bad thing.&lt;br /&gt;
#&#039;&#039;&#039;The Mirror Glaive:&#039;&#039;&#039; Each time the Bearer unbinds a spell, they can attempt to cast Arcane Bolt or Mystic Shield as if it was the Hero phase. If successful this spell can&#039;t be unbound. Better now that the Medusa can unbind 2 spells.&lt;br /&gt;
#&#039;&#039;&#039;Seven-fold Shadow:&#039;&#039;&#039; Once per battle, instead of moving you can set them up anywhere on the battlefield more than 9&amp;quot; from Enemy units. This uses up thier movement phase. You already have dozens of ways of teleporting units so this is a pass.&lt;br /&gt;
#&#039;&#039;&#039;Crystal Heart:&#039;&#039;&#039; [[Awesome |Bearer can cast a second spell in the Hero Phase. If they do they roll a d6, taking d3 Mortal Wounds on a 1.]]&lt;br /&gt;
#&#039;&#039;&#039;Shade Claw:&#039;&#039;&#039; The Medusa&#039;s Whisperclaw is now -2 Rend. Helps out your Medusa in melee, so worth considering if you have them on a Bloodwrack Shrine.&lt;br /&gt;
&lt;br /&gt;
===Relics of Khaine=== &lt;br /&gt;
(Daughters of Khaine Priests only)&lt;br /&gt;
#&#039;&#039;&#039;Blood Sigil:&#039;&#039;&#039; Bearer gains one additional Prayer. More options is never bad.&lt;br /&gt;
#&#039;&#039;&#039;Iron Circlet:&#039;&#039;&#039; Bearer re-rolls 1&#039;s when seeing if a prayer is successful. Prayers Manifest on a 3+ and all have very useful buffs so this can be helpful&lt;br /&gt;
#&#039;&#039;&#039;Rune of Khaine:&#039;&#039;&#039; Bearer explodes on death. Roll a dice. One 1 nothing happens. On 2-5 the unit that killed them takes D3 Mortal Wounds. On a 6, the unit takes D6. Works against any attack and doesn&#039;t have a ranged restriction so going by RAW, [[Just As Planned| your Hero can explode and do the Mortal Wounds against something across the table.]]. Main problem is that you want your Hag Queens alive as much as possible because Witchbrew is just that good. Witch Elves are your cannon fodder, and should really be dying instead.&lt;br /&gt;
#&#039;&#039;&#039;Crimson Shard:&#039;&#039;&#039; Add 2 to wound to wound rolls for one of the bearers melee attacks. Pretty solid on a Cauldron as they will be getting stuck into melee anyway.&lt;br /&gt;
#&#039;&#039;&#039;Khaineite Pendant:&#039;&#039;&#039; Bearer can Pray three times in one Hero Phase, but the first time you roll a 1 to manifest a prayer, they take d3 Mortal Wounds instead of 1. Extremely useful as your Prayers are all very useful. Being able to spam them is awesome. Probably your default choice.&lt;br /&gt;
#&#039;&#039;&#039;Hagbrew:&#039;&#039;&#039; Add +1 to Wound Rolls for the Bearer&#039;s melee weapons. Nice on a Hag Queen on Cauldron of Blood. [[Rape |Turns the Slaughter Queen on Cauldron into a death machine.]]&lt;br /&gt;
&lt;br /&gt;
===Prayers of the Khainite Cult=== &lt;br /&gt;
#&#039;&#039;&#039;Catechism of Murder:&#039;&#039;&#039; Pick a Friendly Daughters of Khaine unit wholly within 14&amp;quot;. Any 6&#039;s to hit explode and deal 2 hits.&lt;br /&gt;
#&#039;&#039;&#039;Blessing of Khaine:&#039;&#039;&#039; Pick a friendly Daughters of Khaine unit wholly within 14&amp;quot;. They re-roll failed FNP rolls from Fanatical Faith. With Hagg Nar, bucklers and the Cauldron buff, your units now have a 4+, then rerollable 5+ saves. You can take a charge quite happily, then murder whatever dared getting close in your turn with ease...&lt;br /&gt;
#&#039;&#039;&#039;Martyr&#039;s Sacrifice:&#039;&#039;&#039;  Pick a friendly Daughters of Khaine unit wholly within 14&amp;quot;. Each time a model is killed in the Combat Phase, roll a d6. The dead model deals an extra Mortal Wound on a 5+ to a unit within 3&amp;quot;. Stacks with the Bucklers.&lt;br /&gt;
#&#039;&#039;&#039;Crimson Rejuvination:&#039;&#039;&#039; Pick a friendly Daughters of Khaine unit within wholly 14&amp;quot;, That unit heals 1d3 Wounds. Still can&#039;t target Morathi since her special rules don&#039;t allow her to be healed&lt;br /&gt;
#&#039;&#039;&#039;Covenant of the Iron Heart:&#039;&#039;&#039;  Pick a friendly Daughters of Khaine unit wholly within 14&amp;quot;. That unit does not need to take Battleshock tests.&lt;br /&gt;
#&#039;&#039;&#039;Sacrament of Blood:&#039;&#039;&#039; Pick a friendly Daughters of Khaine unit wholly within 14&amp;quot;. That unit counts the current battle round as being 1 higher for determining Blood Rites traits. Stacks with other abilities that give this effect.&lt;br /&gt;
&lt;br /&gt;
===Lore of Shadows=== &lt;br /&gt;
The Lore of Shadows we all know and love is back! Note that Doomfire Warlocks are Wizards and can take a spell from here despite not being a Hero unit. EDIT: Doomfires cannot cast spells outside of their warscroll. But they are an impressive melee unit to compensate. &lt;br /&gt;
#&#039;&#039;&#039;Steed of Shadows:&#039;&#039;&#039; Casting Value 6. Caster can Fly and has a 16&amp;quot; Move.&lt;br /&gt;
#&#039;&#039;&#039;Pit of Shades:&#039;&#039;&#039; Casting Value 7. Pick an Enemy Unit within 18&amp;quot; of the caster, within line of sight, and roll 2d6. That unit takes 1 Mortal Wound for each point the 2d6 exceeds their Movement. Awesome against tough, but slow units. That Death player who keeps tarpitting you with blobs of 40 Skeletons? This spell was designed for you, followed up with a Bloodwrack Stare.&lt;br /&gt;
#&#039;&#039;&#039;Mirror Dance:&#039;&#039;&#039; Casting Value 6. Pick two Daughters of Khaine Heroes wholly within 18&amp;quot; of the Caster. Set them up more than 9&amp;quot; away from enemy unit, they cannot move in the following movement phase.&lt;br /&gt;
#&#039;&#039;&#039;The Withering:&#039;&#039;&#039; Casting Value 7. Pick an enemy unit within 18&amp;quot; of the caster within Line of Sight. [[Awesome |Until the next Hero Phase add +1 to Wound Rolls for &#039;&#039;&#039;all attacks&#039;&#039;&#039; that target that unit]]. You should always have this.&lt;br /&gt;
#&#039;&#039;&#039;Mindrazor:&#039;&#039;&#039; Casting Value 8. Nerf Bat Edition. Pick a friendly Daughters of Khaine unit wholly within 18&amp;quot; of the caster. All of that units melee weapons gain an additional -1 Rend and gain 1 extra damage if that unit charged. Our Most used spell and a must have for the -1 Rend alone. No longer gives +1 dmg for having higher bravery, better against demons and undead, but in extended combat. But with the Khelt Nar sub faction you can retreat and charge, and you get an additional rend on the charge with Elves in Drachi Ganeth. But it also has a CV of 8 now making it harder to cast&lt;br /&gt;
#&#039;&#039;&#039;Shroud of Despair:&#039;&#039;&#039; Casting Value 4. Pick an enemy unit within 18&amp;quot; and within Line of Sight. They take -1 to Bravery until the next Hero Phase. If the Casting roll was 8+, they take -d3 Bravery Instead.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
1. &#039;&#039;&#039;Bloodwrack Viper:&#039;&#039;&#039; 40 points.  Casting value 7.  After this model has moved, pick one unit within 1&amp;quot; of it and roll 3 dice.  For each dice roll that beats the wounds characteristic per model for that unit, one model from the unit is slain.  Good at weakening units of multi-wound models, and will be a major thorn in the side of elite armies.  &lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Bladewind:&#039;&#039;&#039; 40 points.  Casting value 6.  Any unit that was passed across by this model or is within 1&amp;quot; when it ends its movement suffers D3 Mortal Wounds.  Enemy units within 12&amp;quot; also don&#039;t get the cover modifier for their save rolls. &lt;br /&gt;
 &lt;br /&gt;
3. &#039;&#039;&#039;Heart of Fury:&#039;&#039;&#039; 80 points.  An Invocation rather than a spell.  Subtract 1 from the damage inflicted (to a minimum of 1) for each successful attack targeting a Daughters of Khaine unit wholly within 12&amp;quot; of this model.  Very nice defensively, but there&#039;s a catch.  At the start of each battle round, Heart of Fury ends unless you roll a 4+ (add +1 if there&#039;s any friendly Avatars of Khaine within 6&amp;quot;).  Good against armies with high damage weapons, though the caveat is a minor inconvenience and it doesn&#039;t work on special tricks (eg; attacks that deal Mortal Wounds in addition to normal damage).&lt;br /&gt;
&lt;br /&gt;
==Temples of Blood==&lt;br /&gt;
You may claim your army hails from one of the six temples listed here. Each has unique rules for your army, a new artifact, command trait, or command ability.  &lt;br /&gt;
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&#039;&#039;&#039;Hagg Nar&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Ability - Daughters of the First Temple:&#039;&#039;&#039; Add 1 to the current battle round when determining the abilities gained from Blood Rites.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Send Forth the Cauldrons&#039;&#039;&#039;: Pick a friendly &#039;&#039;&#039;Hagg Nar&#039;&#039;&#039; Cauldron within 3&amp;quot; of a unit with 3 or more models and within 12&amp;quot; of a &#039;&#039;&#039;Hagg Nar&#039;&#039;&#039; hero.  That Cauldron can move and extra 3&amp;quot;, but this can&#039;t stack.  While it&#039;s not easy to daisy chain your units and heroes to make it work, consider that the tax for this pretty good buff.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Devoted Disciples:&#039;&#039;&#039;A&#039;&#039;&#039;Hagg Nar&#039;&#039;&#039; Daughters of Khaine model wholly within 12&amp;quot; of the general gets a 5+ Fanatical Faith save as opposed to a 6+. &lt;br /&gt;
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*&#039;&#039;&#039;Artifact: The Ulfuri:&#039;&#039;&#039; Add 1 to the Damage characteristic of one of the bearer&#039;s melee weapons if they made a charge.&lt;br /&gt;
&lt;br /&gt;
The nerf bat came for Hagg Nar, but left them with a couple of consolation prizes.  It allows one selected unit to do its fanatical faith on 5+ combined with blessing of khaine and the +1 save from you cauldron you can give a unit of 30 witches a 5+ save (4+ with bladed buckler) and a 5++ fanatical save making the unit able to survive longer. By turn 3 your army is a killing machine and would be already in combat this is when things swing dramatically for Hagg Nar.  While they can&#039;t re-roll hits anymore, they&#039;re faster and more survivable.  On a unit of 20 witches that is 80 attacks and if you add mindrazor into the mix it&#039;s unlikely any single opponent can survive that number of paper cuts on the charge.  While no longer OP or a must-take, it is now a good &amp;lt;s&amp;gt;Jack&amp;lt;/s&amp;gt; Jill of all trades, master of none that&#039;s worth considering.&lt;br /&gt;
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&#039;&#039;&#039;Draichi Ganeth&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Ability - Bladed Killers:&#039;&#039;&#039; Imrpove the rend characteristics of weapons weilded by the Witch Aelves and Sisters of Slaughter by 1 on the turn they charge.  &lt;br /&gt;
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*&#039;&#039;&#039;Command Ability - A Thousand Bladeforms:&#039;&#039;&#039;  Add 1 to the hit rolls of a friendly Draichi Ganeth Witch Aelves or Sisters of Slaughter unit within 12&amp;quot; of a friendly Draichi Ganeth Hero.  &lt;br /&gt;
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*&#039;&#039;&#039;Command Trait: - Victor of Yaith&#039;ril: Add 1&amp;quot; to the Bravery characteristic of all friendly Draichi Ganeth Daughters of Khaine units wholly within 12&amp;quot; of the general.  &lt;br /&gt;
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*&#039;&#039;&#039;Artifact - Death&#039;s Kiss:&#039;&#039;&#039; Add +2 attacks of one of the bearer&#039;s weapons on the turn they charged. &lt;br /&gt;
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*&#039;&#039;&#039;Battalion - Slaughter Troupe:&#039;&#039;&#039; You may take up to two units of Witch Aelves in addition to any of the other required units in this Battalion&lt;br /&gt;
&lt;br /&gt;
They swapped favoring snake heavy armies for favoring Witch Aelves and destroying armor.  If you take the general on a Cauldron of Blood, that adds 2 to the Bravery of Draichi Ganeth units wholly within 12.  Add a Bloodwrack Medusae and/or Morathi-Khaine to throw Mindrazor on units and you&#039;ll rain on the parade of armies like Stormcast, non-horde Chaos armies and Ossiarch Bonereapers.  Combining the numbers of a horde army with the hitting power of an elite army, they&#039;re the best option for a melee-focused force.  &lt;br /&gt;
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&#039;&#039;&#039;The Kraith&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Ability - Disciples of Slaughter:&#039;&#039;&#039; At the end of the combat phase, roll a dice for each Kraith Sister of Slaughter that fought once in that phase.  On a 5+, they can fight again.  &lt;br /&gt;
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*&#039;&#039;&#039;Command Trait - Bathe in Their Blood!:&#039;&#039;&#039; At the end of the combat phase, if the general is on the battlefield and any enemy units were destroyed by an attack made by friendly Kraith units, you receive a command point.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability - Inspired by Carnage:&#039;&#039;&#039; Add 1 to wound rolls for unit for that combat phase.&lt;br /&gt;
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*&#039;&#039;&#039;Artifact - The Venom of Nagendra: Once per battle, you can use it to deal D6 Mortal Wounds to an enemy but the bearer can&#039;t fight with their weapons in that round of combat. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
When the ability goes off, you&#039;ll feel like top of the world, but when it doesn&#039;t you&#039;ll feel like a chump.  Also, hope you like Sisters of Slaughter, because this Temple is near worthless without them.  As it is, a decent option but inferior to the others unless you really want command points.&lt;br /&gt;
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&#039;&#039;&#039;Khailebron&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability - Concealment and Stealth:&#039;&#039;&#039; Your enemy gets -1 to hit in the shooting phase against Khailebron units. This plugs one of your army&#039;s major weaknesses (getting shot to pieces)&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait - Mistress of Illusion:&#039;&#039;&#039; Subtract 1 from hit rolls for melee attacks made against the general.  &lt;br /&gt;
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*&#039;&#039;&#039;Command Ability - Masters of the Shadowpaths:&#039;&#039;&#039; At the start of the Hero Phase choose a friendly unit wholly within 12&amp;quot; of a Khailebron general.  Pull them off the battlefield and Deep Strike them anyplace outside of 9 inches of the enemy. This unit cannot move in the next movement phase.  Essentially turns all of your units into pseudo Khinerai units and [[Awesome|can even be used to pull them out of an unfavorable combat]]. Put Mindrazor and Catechism of Murder on a unit of Blood Sisters, teleport them behind enemy lines and watch them wreak havoc. &lt;br /&gt;
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*&#039;&#039;&#039;Artifact - Whisperdeath:&#039;&#039;&#039; Pick one of the bearer&#039;s melee weapons.  Hit rolls of 6 with this weapon deal 1 mortal wound to the target in addition to normal damage.&lt;br /&gt;
&lt;br /&gt;
A tricksy temple, but amazing when you know how to use it.  Having 1- to being shot at is wonderful given your low saves.  Between the shooting debuff and teleportation abilities, shooting armies will hate the Khailebron Temple, especially Kharadron Overlords (suck it, you godless stunties!).   Since the command trait is an ability not a spell your opponent will have to play around it every round. Just remember to keep your general out of harms way.&lt;br /&gt;
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&#039;&#039;&#039;Khelt Nar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability - Strike and Fade:&#039;&#039;&#039; Khelt Nar units can retreat and charge later in the same turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Bleed the Mind&#039;&#039;&#039;: Pick one friendly Khelt Nar unit wholly within 12&amp;quot; of a Khelt Nar hero.  For every time a melee attack targeting the Khelt Nar unit rolls an unmodified 1, the attacking suffers 1 mortal wound. This, with bladed bucklers and the martyrs sacrifice prayer creates a very prickly unit that can easily bleed the enemy dry in a round of combat.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Command Trait - The Circling Flock&#039;&#039;&#039;: Once per battle, you can summon 1 free Khinerai unit consisting of 5 Khinerai Harpies of either type, deployed as per their &amp;quot;Descent from Above&amp;quot; rules.&lt;br /&gt;
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*&#039;&#039;&#039;Artifact: Gaisa&#039;s Falx:&#039;&#039;&#039; Pick one melee weapon carried by the bearer.  Each unmodified hit roll of 6 becomes two hits, roll to wound and save for each hit.  Best used on a Slaughter Queen.&lt;br /&gt;
&lt;br /&gt;
A Temple with a lot of dirty tricks.  It lacks the punch of the Draichi Ganeth or the defensive power of Hagg Nar, but it gives a lot of unique ways to mess with your opponent.  While a fun playstyle, and recommended if you really like Khinerai Harpies or want to mess with your opponent, if you want to play competitively, other temples are recommended.&lt;br /&gt;
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&#039;&#039;&#039;Zainthar Kai&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Abilities - Khaine’s Essence:&#039;&#039;&#039; Add 1 to the Bravery of Melusai and Khinerai units &#039;&#039;&#039;Vault of the First Blood:&#039;&#039;&#039; Get a free artifact from the Gifts of Morathi table.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait -  Curse of the Bloody Handed:&#039;&#039;&#039; At the end of combat on a roll a die for each enemy unit within 3”, deal d3 mortal wounds on a 5+.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Command Ability - Power in the Blood:&#039;&#039;&#039; Once per phase pick a friendly Melusai or Khinerai unit wholly within 12” and add 1 to their melee weapons until the end of that phase.&lt;br /&gt;
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*&#039;&#039;&#039;Artifact - Crimson Talisman:&#039;&#039;&#039; Subtract 1 from wound rolls that target the bearer&lt;br /&gt;
&lt;br /&gt;
The new Snake Heavy Army.  Although the Command Trait is kinda eh, the command ability is where this subfaction shines. The Blood Sisters are already pretty crazy, then add on all the buffs, and this command ability to delete whatever you point them at. The bonus Bravery and a free artifact are always welcome.&lt;br /&gt;
&lt;br /&gt;
For competitive play, Hagg Nar has been eclipsed by Draichi Ganeth, with Khailebron arguably being the best choice given the current shooting meta.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;ORDER&#039;&#039;&#039;, &#039;&#039;&#039;AELF&#039;&#039;&#039; and &#039;&#039;&#039;DAUGHTERS OF KHAINE&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Named Characters===&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Morathi-Khaine.pdf Morathi-Khaine] and [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_TheShadowQueen.pdf The Shadow Queen]&#039;&#039;&#039;: New from Broken Realms: Morathi, this version of Morathi costs 600 points and has both versions of the new goddess of murder on the board at the same time. Their stats are largely unchanged including importantly the 3 wound per turn rule (there are some changes: The shooting attack on the Shadow Queen is now a straight D6 damage attack, Morathi doesn&#039;t double casting range anymore but her personal spell is range 36), but there are some important changes. For starters, both versions are now immune to instant death (suck it Nagash) and wounds done to Morathi-Khaine now carry over to Shadow Queen, with both disappearing when the Shadow Queen goes down. You should also note that Morathi always counts as a general, even if you have another general, and the old trick of dealing wounds to her outside of the turn to get around her 3 wounds per turn thing no longer works. All in all, the selling point here is that you get her powerhouse casting, and command ability, while still getting the brutal close combat power, which is a hell of a selling point. These two can take on almost any named character in the game (even Gotrek will struggle) and at 600 points, they better. &lt;br /&gt;
&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_the_blade-coven_en.pdf Morgwaeth the Bloodied and Hag Coven] : (80 points) The models from the recent Daughters of Khaine Underworlds warband. Functionally just a named Hag Queen with a range 2 dagger and a handful of extra models. Can now take artifacts and command traits, plus comes with the Hagg Narr keyword, but can take another Prayer. Let&#039;s get real here: the selling point is that her Warband can intercept wounds for her on a 4+. Almost auto include in the new battletome (unless it is indeed a typo and needs errata) as she is now 10pts cheaper than a Hag Queen with essentially 4-5 more wounds.&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-slaughter-queen-en.pdf Slaughter Queen] : (100pts) The old Death Hag got split in two, the Slaughter Queen has pair of weapons: The &amp;quot;meh&amp;quot; Blade of Khaine which is pretty much a bog-standard weapon, combined with the a stronger but ridiculously named &amp;quot;Deathsword&amp;quot; which has a slightly better profile and does D3 damage; She is your primary priest, always casting on a 3+ but wounding herself on a 1. Unfortunately, her prayers are... weird, she isn&#039;t really a fantastic buffer for friendly units.  is an incredibly unreliable way of tossing Mortal Wounds at your enemy and the other is a buff. That can only target her. Though to be fair, the buff is pretty good, increasing her meh knife&#039;s damage to D3, essentially matching her Deathsword, which will put the lady at 7 damage D3 attacks, enough to kill bigger units all on her own. Her other good prayer is the ability to fight twice in the combat phase, which you should use if she goes up against hordes rather than monsters. She can also have this ability as a command ability, allowing a friendly unit to pile in during the hero phase. The last prayer is an odd one, forcing your opponent to play &amp;quot;[[What|guess which hand]]&amp;quot; or suffer D3 mortal wounds... essentially a bizarre throwback to old legacy rules. In short, altogether she is a 5 wound 5+ save model who will die to angry thoughts if she gets to close to an actual combat. Leave her at home unless she&#039;s your general or you&#039;re running Shadowhammer compact; IF you take her as general her command ability makes your Witch Aelves kill more than what a Hag Queen would do, making her a better option in this case. *One thing to remember is that priests get an extra prayer from the list of khainite prayers, and therefore can actually pray twice in your hero phase.&lt;br /&gt;
:*She can also attempt to unbind one spell in your enemy&#039;s hero phase as if she were a wizard, which is nothing to be sniffed at. If you have Bloodwracks as well, you can effectively shut down your opponent&#039;s magic every turn.&lt;br /&gt;
&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-hag-queen-en.pdf Hag Queen] : (90pts) The slaughter queen&#039;s little sister and amazing supporting choice. She doesn&#039;t have the Deathsword, the &#039;&#039;Dance of Doom&#039;&#039; prayer, the ability to unbind spells, or any command ability. Instead she has a chalice of Witchbrew which allows a friendly DoK unit within 3&amp;quot; to re-roll wounds until your next hero phase AND makes your units immune to battle shock. She can turn a unit of 30 Witch Aelves into an unstoppable orgy of slaughter. &amp;lt;s&amp;gt;Until AoS2 comes in, two Hag queens are mandatory in pretty much any DoK list.&amp;lt;/s&amp;gt; AoS3 is here and hags went to 100pts. This mixed with increase of the shooting meta makes hags an issue. However, for an extra 40pts (140pts total) its recommended to take Morgwaeth’s Blade-coven, the beastgrave unit. Same as a standard had except has a mini unit to assist, and on a 4+ you can transfer wounds from Morgwaeth to the unit. Side unit is two witch aelves, a sister of slaughter and a blood stalker. With the new battletome you have to roll to see if you get the rerolling and no battleshock on a 5+. But as the rounds go on these you get +1&#039;s as you get buffs. +1 on rounds 2, 3, and 4, so by the time round 4 comes you&#039;ll be rolling for it on a 2+, if she&#039;s still alive by then.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-hag-queen-caludron-blood-en.pdf Hag Queen on Cauldron of Blood] 220pts &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-slaughter-queen-on-cauldron-of-blood-en.pdf Slaughter Queen on Cauldron of Blood] 270pts : (Behemoth) A centerpiece in every sense of the word. It draws the eye and is absolutely essential for turning an assortment of powerful units into a coherent army. Basically a straight upgrade for one of the Queens with an Avatar of Khaine strapped to the same model; needing to be animated with prayers each turn &#039;&#039;(or wait for Blood Rites to kick in by turn 3)&#039;&#039; This also means that there is practically no situation where the Avatar will be without a Priestess to animate him since they are both sharing the same model in this case, making it a safer bet than marching either of them around solo where one or the other can get picked off. It also has extra attacks thanks to the attendant sisters and an added charge bonus which inflicts Mortal Wounds. It also allows DoK units within a diminishing range to add +1 to their save rolls, so this unit is definitely worth having considering how fragile the army is in general, though there really isn&#039;t much more to say beyond the standard rules for the Hag/Slaughter Queens. The Slaughter Queen on Cauldron of Blood is almost always going to be the general in any Daughters of Khaine army. It&#039;s buffs, bulk, command ability, and output are just too good not to use.&lt;br /&gt;
:*If you are still considering which way to go between the Shrine or the Cauldron. You are mostly weighing up whether you want the Aura of Agony for causing mortal wounds in a radius, or the Bloodshield for giving your sisters a +1 to saves. Everything else is pretty much the sum of the model&#039;s parts since the actual Shrine/Cauldron itself has mostly the same profile and attacks in either version simply added to whatever hero is mounted on top of it, which you could have deployed separately. However one big factor to remember is that the Cauldron of Blood can still move around the tabletop without having to animate the Avatar, leaving your Priestess to use a different prayer in her hero phase if you want to.&lt;br /&gt;
:*If you want a death-train, make a Slaughterqueen on this thing your general, then give her Mistress of Poisons, the Crone Blade and Catechism of Murder, wait for Turn 3 then charge something; you&#039;ll get +1 to the damage of all your melee hits since Mistress of Poisons works for all of the cauldron&#039;s attacks, and with Crone Blade on the Avatar&#039;s attack you get more than a chance to cause casualties and recover wounds, since it now does 4 damages per non saved attack, compensating for your fragility ( you still have 13 wounds with a 4+ save but some generals can be tougher); factor in Catechism of Murder ( solid, given this model has 19 attacks) and a self cast Orgy of Slaughter and... well, you won&#039;t regret skipping one of the temples for this. IF you don&#039;t care about the Crone Blade, take a Hagbrew instead.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-bloodwrack-medusa-en.pdf Bloodwrack Medusa] : (100pts) Oh boy, looks like GW gained a bit of our love for [[Monstergirls]], because the Bloodwrack Medusa got better &#039;&#039;and&#039;&#039; 40 points cheaper.  They&#039;ve gone from &amp;quot;a good choice for any list&amp;quot; to &amp;quot;you are playing this game wrong if you don&#039;t have one&amp;quot; status, expect to see them everywhere until nerfed into the ground.  In addition to her pervious bits of goodness, her Whisperclaw now deals a Mortal Wound on an unmodified hit roll of 6, and while still a Wizard she gained an extra attack with her spear and can unbind an extra spell.  Kept her absolutely brutal shooting attack, where you roll a dice for every model in a unit and every 5+ is a Mortal Wound, and has a metric ton of close combat attacks, with a theoretical maximum of 16 wounds (average dice rolls will probably render it closer to 5 or 6, depending on what turn it is).  &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bloodwrack-shrine-en.pdf Bloodwrack Shrine] : (160pts, Behemoth) While you should probably get a Cauldron of Blood first, if you wanted to keep the Queens and Avatar separate you will be left with a Bloodwrack Shrine, either that or you bought a second model.  Benefitting from GW&#039;s seeming new case of [[Monstergirl]] love, it&#039;s only 50 points more than the Medusa on her own and 50 points cheaper than its previous cost while keeping all its goodies. It costs you 2 inches of movement but it more than doubles your wounds, gives you the Shrinekeepers attacks, the Bladed Impact rule AND gives you the Aura of Agony, which causes D3 mortal wounds ALL ENEMY UNITS within a 7&amp;quot; radius on a diminishing die roll, starting at 2+, which coupled with her Bloodwrack Stare means that the Shrine has the potential to be doling out a lot of mortal wounds in a given turn. They are also Wizards now, being able to cast/unbind a single spell per turn.&lt;br /&gt;
:* If you&#039;ve got an extra Cauldron to assemble as one of these, remember that it&#039;s only 50 points more than a normal Bloodwrack Medusa, trading in those 80 points and 2 points of movement for double the wounds, the Shrine Keepers attacks and the Aura of Agony. That&#039;s pretty cheap all told, and since it&#039;s not a monster, it&#039;s still harder to shoot in AoS2, so it&#039;s worth considering.&lt;br /&gt;
:*Remember that a Bloodwrack Shrine can cast Steed of Shadows on itself to fly 16&amp;quot; and get that Aura of Agony + Bloodwrack Stare where it would hurt the most.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_Melusai_Ironscale_eng.pdf Melusai Ironscale] : (110pts) Daughters of Khaine&#039;s newest Hero! Decently killy with okay survivability having 6 wounds ignoring spells effects on a 5+. But where she shines is in her abilities. Anytime she kills a model in combat she can give a unit of Melusai wholly within 12&amp;quot; an extra attack (Seeing as how her attacks do D3 dmg this should be relatively easy to get off, more so if you give her an artifact). Combine this with the new command ability given by the Zainthar Kai Temple and you&#039;ll have your squad of 10 blood sisters doing 50 attacks(!) along with whatever other buffs you&#039;ve given them. Her command ability allows her to patch up a major weakness in snake armies allowing a unit to run with 2d6 instead of 1d6 and allowing them to run and charge for that phase. And finally at the end of combat on a 3+ an enemy within an inch takes a mortal wound it&#039;s not gonna win you games but it&#039;s nice. Overall a must have if you are running a Melusai army.&lt;br /&gt;
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===Troops===&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-witch-aelves-en.pdf Witch Aelves] : (BATTLELINE, Min:10, Max:30 100) The new battletome went and mixed it up a bit, giving Witch Aelves the Bladed Buckler rule which used to be unique to the Sisters of Slaughter. If you take the Buckler then they get a 5+ save (4+ within the blood shield aura) with any roll of a six causing an immediate mortal wound on the attacker. This and the &#039;&#039;Fanatical Faith&#039;&#039; allegiance ability has increased the Witch Aelves survivability somewhat. If you&#039;d rather have them be more killy, you can swap the buckler for an extra sacrificial knife which grants them another attack, up to three per model, which makes them rather choppy for a cheap unit, this can be further upgraded thanks to the &#039;&#039;Frenzied Fervour&#039;&#039; rule which grants them a +1 bonus to wound whenever they are WHOLLY within 12&amp;quot; of DoK Hero in the combat phase, with each potentially throwing out 3 3+/3+/-/1 attacks per turn with rerolls depending on what turn it is, which isn&#039;t too terrible for a front-line unit. No matter what option you take they are still fragile though. Big units of 30 are currently staples of the tournament scene so make sure you take big unit so they can reach the enemy.&lt;br /&gt;
:*It&#039;s worth bearing in mind that if you took bucklers you should always take your save even if the enemy has a good rend value and your Witches actually have no hope of surviving. The save inflicts the mortal wound on a six after any rerolls but &#039;&#039;before modifiers&#039;&#039; such as rend or debuffs, thus you might get a free mortal wound or two on your opponent even though your ladies are caught in the headlights and can&#039;t do anything about it.&lt;br /&gt;
:*If you do the math, bucklers are better: slightly lower damage output ( a difference of decimals even when counting stacks of bonuses to attacks) but they double your odds of surviving a hit, which will leave more witches on the table for more attacks and chances of mortal wounds; consider giving the buckler to all of your witches or at least most of them.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sisters-slaughter-en.pdf Sisters of Slaughter] : (BATTLELINE, Min:10, Max:30 120) The counterpart to the Witch Aelves took a different role with the recent update. They lost their bonus to saves in close combat and are just as fragile as Witch Aelves, who now share the Bladed Buckler rule. They can trade their shield in for the Sacrificial knife, which gives them an additional short ranged attack at the expense of some durability. Their unique special rule is that they can be chosen to pile in and fight up from up to 6&amp;quot; away rather than 3&amp;quot;, which means they have a massive threat radius without even charging and can jump on to the enemy during his own Combat Phase. A good use of these ladies might be to hover around your own units and perform a counter-charge whenever one of your weaker units gets threatened, dog-piling on the enemy when he thought he had the advantage. Their long pile in means that they&#039;re also one of the only units in the game that can bypass the Idoneth Deepkin&#039;s Turn 3 combat priority or the weird Gloomspite Gitz Fanatic &amp;quot;Always Strikes First&amp;quot; ability. No longer recieve a horde bonus and are more expensive than Witch Aelves now.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-morathi-blood-sisters-en.pdf Blood Sisters] : (Optional BATTLELINE: Bloodwrack Medusa General, Min:5, Max:20 130). Your gorgon snake-chicks whose job is to be the army&#039;s elite melee anchor unit. Armed with Glaives and their Crystal Touch attacks, they can throw out a reliable amount of damage every turn. Glaives have three 3+/3+/-1/1 attacks at 2&amp;quot; range which would be decent before you consider rerolls from Blood Rites or further buffs from prayers. Sadly Crystal touch took a nerf and now activates at the end of combat and targets 1 enemy unit within 1&amp;quot;. The main problem is that they cost quite a lot for only a few models, yes they have two-wounds each but they are still fragile with a 5+ save(unless you bring a cauldron, which you should) and even with Fanatical Faith they really don&#039;t have a ton of staying power (for example despite being an elite unit they are less durable than a Liberator or Chaos Warrior) so you will be feeling the loss of each one heavily. Keep them protected with the massive number of buffs you can pile onto them. Large units are also a must simply because of the MASSIVE discount they get in groups of 20. They still pack a punch, and with Morathi&#039;s new ability they can get +1 Attack, as well as +1 attack from the new Ironscale. They can also benefit from the ironscales command ability which lets them run and charge with a 2d6 Run move. &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-morathi-blood-stalkers-en.pdf Blood Stalkers] : (Optional BATTLELINE: Bloodwrack Medusa General, Min:5, Max:20 140) Not Longer terrible! In the shadow and pain box blood stalkers have had an upgrade. Now back to 140pts, they have 2 shots each at a 3+/3+/-1/1 with unmodified 6&#039;s still causing a mortal wound. This means a unit of 5 can pump out 10 shots now. Added with the changes to Morathri, this means they can also shoot in the hero phase for a command point. So a unit of 20 could do 80 shots a turn! They still have their 24&amp;quot; range and movement 8, with 2 basic attacks in combat. These can now make a solid backbone of a low drop force as you can alpha strike your biggest threat turn one. Worth looking into. Can no longer re roll hit&#039;s with blood rites, but are now battleline. &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-khinerai-lifetakers-en.pdf Khinerai Lifetakers] : (Min:5, Max:20 80pts) One of the new Khinerai Harpy units. Lifetakers behave pretty much like flying Witch Aelves. With a pair of average attacks and a version of the Bladed Buckler called the Heartpiercer Shield, which is essentially the same thing; granting them a 5+ save that causes mortal wounds to attackers on six. Strictly speaking they are worse in close combat than Witch Aelves, but they can FLY for one, as well as bein able to Deep Strike onto the battlefield anywhere more than 9&amp;quot; from the enemy. The real draw with Lifetakers over other similar units is that they gain +1 damage whenever they charge into combat and can also fall back from combat &#039;&#039;&#039;after&#039;&#039;&#039; they have completed all of their attacks on a die roll of 4+, so you can escape during an enemy turn and just charge them again on your own. Get enough of these together and they&#039;ll be taking anything down. &lt;br /&gt;
:* In the new meeting engagement format, these ladies are golden. At 14&amp;quot; movement and a smaller board size in meeting engagement, you are better off deploying them at the edge of the board with a Hag queen. Buffed with Witch Brew and Catechism of Murder, a small unit of 5 will rip any light unit of 10 to shreds. Battleshock will finish the job and you even have a 50/50 chance of backing off to capture the nearby objective. Since they are just 1 wound per model, it works to your advantage when counting wounds to compete for victory points in meeting engagement. &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-khinerai-heartrenders-en.pdf Khinerai Heartrenders] : (Min:5, Max:20 80pts) The other of your two new Khinerai Harpy units. The Heartrender variant are your ranged specialists who can fling their barbed javelins up to 12&amp;quot; doing decent 3+/3+/-1/1 damage; although that&#039;s only one attack each. While this is actually pretty decent when you compare them to a similar unit like Prosecutors with Stormcall Javelins, Lifetakers come with even more special rules that make them useful. Firstly, they can Deep Strike, arriving anywhere on the table more than 9&amp;quot; from the enemy when you feel like, which is still happily within their shooting range, which also has their Rend characteristic boosed to -2 for that alpha strike attack. Allowing you to genuinely strategise with where to put them and what they can hurt. They can also shoot after running and fall back after shooting on a die roll of 4+, meaning that although 12&amp;quot; is quite a short range for a ranged weapon you have a chance of darting in and out an inevitable counter-charge when the enemy gets annoyed with you. They also have the Heartpiercer Shield which makes them more resilient though admittedly you don&#039;t want this unit in melee because they do so much better as a harassing unit.&lt;br /&gt;
:* At 90 points, it&#039;s not hard to get your points back for this unit in ways other than simply killing something outright. Drop two Draichi Ganeth Slaughter Troupe 5-Harpy units in your opponents back field and pepper a hiding hero with your Javelins until you can aggro one of his units to come take care of you. Note: Be mindful of your surroundings and don&#039;t drop into a bunch of gun lines... but if you do, they&#039;ll spend a turn shooting two 80 point units rather than your 300 point blobs of Witch&#039;s and Sister&#039;s. Anyways, if you get something to bite, let them charge you, then fly/run/retreat out of there &#039;&#039;towards&#039;&#039; your opponents now-isolated Hero and decide where to go from there. &lt;br /&gt;
:* Heartrenders can also serve as line backers, able to move and support your units where needed. Use this when faced against armies that put out more damage than they can handle, sitting them behind your hordes of Witches/Sisters to take the brunt of your opponents abuse and chucking Javelins at them then moving into combat to mop up whatever is left. &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doomfire-warlocks-en.pdf Doomfire Warlocks] : (Min:5, Max:20 120pts) The only males in the faction that you&#039;ll see on the tabletop. These guys are actually incredible. They are excessively fast at 14&amp;quot; and they now come with two-shot crossbows they are still great, as they&#039;re pretty tough and units of them are collectively Wizards. This makes them incredibly versatile already, letting you play small units to either shoot Mortal Wounds or buff your squishy ladies, but the really great part is their unique spell. First, it&#039;s casting value 6, so very easy to get off, then you get +1 to cast if the unit has 5+ models and then its a damage spell that scales to your unit size, topping at a flat 6 Mortal Wounds at 10+ models. Six. Mortal. Wounds. If your opponent sees that even once, he will focus your Warlocks down, but that&#039;s alright, since it means ignoring your Sisters of Slaughter and as soon as those ladies are in melee, your Warlocks are safe again.&lt;br /&gt;
:*Another way to use them is to ignore their trademark spell and see them as a mobile buff support unit. Most time than not DOK tends to be a single directed steam roller which not many units to sit back and cap objectives. This is where The warlocks comes in, they are fast enough to cap and tough enough to stick a little longer vs smaller opposing units compared to using harpies for the similar role esp if they are within range to the blood shield! To top it off their insane 14&amp;quot; movement allows you to position your warlocks in such a way what they can be outside the 30&amp;quot; dispel radius from your opponent and still in range to buff your own units - So use them like the fluff - males whom are only useful as support units to empower our witches and cap objectives so the killing can be done by the girls of khaine.. I mean morathi... &lt;br /&gt;
:*[[Eldar |Even though they are Cavalry, there are multiple ways of being able to Teleport them into the face of your opponent on Turn 1]]. Taking a Shadow Patrol with two units of 10 Warlocks and a General with the Khailebron Command Trait can do just this. [[Rape |That is 6 Mortal Wounds plus 40 4+/4+/-/1 Crossbow shots, and whatever spells you loaded onto the second unit hitting your opponent at once]].* &lt;br /&gt;
:*Actually worth considering now since a 5 man unit gets +1 to casting now. Keep them out of range of ranged units and pump out those mortal wounds&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Khainite_Shadowstalkers_ENG.pdf Khainite Shadowstalkers] : (Min:9, Max:18, 100 points). Your Warcry Warband put into the main game. Unlike most Warcry Warbands however, it&#039;s actually pretty decent in Age of Sigmar. It has semi-decent damage output (a 6 inch range shooting attack that hits on 4s and wounds on 3s with no rend, 6s to hit are mortal wounds, and 2 4+, 3+ 1 damage melee attacks per model) with the main event being the unit champion (3, 3+, 3+, rend -1, D3 damage attacks). Enemies also have -1 to hit them in melee (making them tougher than they look), but none of that is why you take them. No, you take them because they can teleport around the battlefield at will. Even after being set up, they can bounce to any point on the field outside  of 9 inches of the enemy, with no requirements (no CP, no magic, not even being in combat can stop them). The sheer level of mind games this lets you play with your opponent makes them worth taking right off the bat; Attacking isolated heroes, slipping past enemy lines to get at war machines, hopping onto abandoned objectives, all of it is incredibly easy for the Shadowstalkers and your opponent will have to account for all of it. And even if they do and you can&#039;t slip past enemy lines, you can still deploy them as a normal, if fragile, melee unit. Definitely worth a look, especially if you&#039;re rocking Khailebron (where they&#039;re at their most thematically appropriate).&lt;br /&gt;
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===Behemoth===&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-avataar-en.pdf Avatar of Khaine] : (Behemoth 130pts) So you built a Bloodwrack Shrine and had the statue of Khaine left over? Well GW have fixed that for you. Like 40k Eldar players you can bring your very own incarnation of war and murder to the tabletop. Except this one is an spiky iron golem animated by the prayers of the nearest Death Hag rather than a [[Grimdark|burning daemon animated by the soul of a dead warrior]]. This means that the Avatar &#039;&#039;&#039;&amp;lt;u&amp;gt;NEEDS&amp;lt;/u&amp;gt;&#039;&#039;&#039; to be accompanied by a Priestess and keep her protected, otherwise it stands on the battlefield doing nothing each turn and you&#039;ll have wasted your points. This becomes less of an issue if you have the &#039;&#039;Blood Rites&#039;&#039; allegiance ability, which automatically animates your statue from turn three onwards, but seriously, you want this thing moving before then because it&#039;s a heavy hitter. In close combat it throws out four attacks at -2 rend and 3 damage, making it your primary character slayer. It also has a ranged attack that spews blood all over the enemy, with six shots at 3+/3+/-2/1 (higher rend than its version on Cauldron) it is nothing to scoff at, making it the near equivalent of whole ranged units in other armies &#039;&#039;(for example: it causes more wounds than a 10 man squad of Glade Guard)&#039;&#039;. &lt;br /&gt;
:*One problem? The Avatar does very little other than be a simple beaststick, it does provide Daughter of Khaine a +1 bravery bonus within 7&amp;quot; although bravery is not one of the major problems the Daughters have to face &#039;&#039;(poor saves come higher on the list)&#039;&#039; though thankfully the bravery bonus applies whether the Avatar is animated or not, because it&#039;s still a giant religious icon of their war god.&lt;br /&gt;
:*Buff your Avatar with Mindrazor and watch him wreck everything in range. His attacks will always be four attacks with -3 rend and 4(!) damage each on the charge. And once in if he is in blood shield aura range he can last quite a while with a 3+ save and 9 wounds&lt;br /&gt;
:*Unfortunately the big issue with the Avatar of Khaine is that it comes on the Cauldron of Blood, which is just a much better use of it. It misses out on 3 inches of movement, but on the other hand, it can still move without being awoken and is accompanied by a Hag/Slaughter Queen and the extra attacks from her handmaidens, turning the Cauldron into an incredible beat stick once the Avatar is awake.&lt;br /&gt;
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==Battalions==&lt;br /&gt;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and dodads are going to be likely added to the faction rules as default.&lt;br /&gt;
===From Start Collecting===&lt;br /&gt;
; Blood Coven (not legal in pitched battles) : &#039;&#039;A Hag Queen, one unit of Witch Elves and a Bloodwrack Shrine.&#039;&#039;&lt;br /&gt;
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; Brides Of The Blade (from the new Start Collecting) : &#039;&#039;A Slaughter Queen, a Hag Queen, an Avatar of Khaine, one unit of Blood Stalkers or Blood Sisters and a Bloodwrack Shrine.&#039;&#039;&lt;br /&gt;
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Once per battle, the Slaughter Queen can automatically unbind a spell instead of rolling the dice like normal.&lt;br /&gt;
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===From Battletome Daughters of Khaine===&lt;br /&gt;
;Cauldron Guard (120/540pt. min.) : &#039;&#039;A Hag Queen, two units of Witch Elves and two units of Khinerai Lifetakers.&#039;&#039;&lt;br /&gt;
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Adds 1 to the units in the Cauldron Guards run and charge rolls. Anything that lets you move into combat faster is good. The Witch Aelves can charge after running, making them ridiculously fast (especially with rerolls  of 1s) and now your Lifetakers make their charge on an 8 rather than a 9 after landing, letting them more consistently get the charge and their charging bonuses.&lt;br /&gt;
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;Slaughter Troupe (130/630pt. min.) : &#039;&#039;A Slaughter Queen, two units of Sisters of Slaughter and two units of Khinerai Heartrenders.&#039;&#039;&lt;br /&gt;
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Lets all the units in the Battalion fall back and still shoot/charge. Given that in 2nd Edition of Age of Sigmar, you can only shoot at units you&#039;re in combat with, this lends the Heartrenders a lot of versatility, not needed in the Khelt Nar subfaction but it still has a use since know you need to have charged to get +1 dmg from Mindrazor&lt;br /&gt;
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;Shadow Patrol (130/770pt. min.) : &#039;&#039;Two units of Doomfire Warlocks and a total four units of Khinerai Heartrenders or Lifetakers.&#039;&#039;&lt;br /&gt;
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In your movement phase, instead of making a normal move with a unit from this battalion, you can say that it will navigate the shadowpaths. If you do so, remove that unit from the battlefield and set it up again anywhere on the battlefield more than 9&amp;quot; from any enemy units. Holy shit. 6 units teleport around each turn all with very annoying ranged spells and attacks. Threaten objectives, snipe heros, and just generally be annoying.&lt;br /&gt;
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===From Grand Alliance Order===&lt;br /&gt;
;Bloodwrack Sisterhood (940 pt. min.) : &#039;&#039;A Cauldron of Blood, a unit of Bloodwrack Medusae, a Death Hag, and 3-6 units choose between the following: Witch Aelves Doomfire Warlocks or Sisters of Slaughter.&#039;&#039;&lt;br /&gt;
: During your hero phase roll a D6 for each battalion unit within 3&amp;quot; of an enemy unit and within 9&amp;quot; of the Cauldron of Blood. On a 6 that unit can immediately pile in and attack as if it were the combat phase. This does not stop them from piling in and attacking again later that turn.&lt;br /&gt;
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===From Broken Realms: Morathi===&lt;br /&gt;
;Vyperic Guard (140/1160 pt. min.) : &#039;&#039;A Morathi-Khaine, a Shadow Queen, 1-2 Bloodwrack Medusae or Melusai Ironscales in any combination, 2-3 units of Blood Sisters or Blood Stalkers in any combination.&#039;&#039;&lt;br /&gt;
:Once per battle, a hero from this battalion can use a command ability without spending a command point. Now fits all your battleline.&lt;br /&gt;
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;Scathcoven (140/560 pt. min.) : &#039;&#039;1 Bloodwrack Medusa or Melusai Ironscale, 1-4 Blood Sisters, 1-2 Blood Stalkers, 0-2 Khinerai Harpie units.&#039;&#039;&lt;br /&gt;
:Units from this battalion do not take battleshock tests.&lt;br /&gt;
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;Shrine Brood (120/980 pt. min.) : &#039;&#039;2 Bloodwrack Shrines, 2 Units of Blood Sisters or Blood Stalkers in any combination, 2 Khinerai Harpie units.&#039;&#039;&lt;br /&gt;
:In your hero phase, you can pick any number of units from this battalion that are within 6 inches of Shrine from the same Battalion. 1 model from each unit picked is slain. You can heal 1 wound allocated to the Shrine for each Khinerai model slain and 2 wounds for each Melusai model that was slain. Not sure why you would take 2 Bloodwrack Shrines, and Melusai are pretty expensive per model to be sacrificing to keep your Shrine alive.&lt;br /&gt;
&lt;br /&gt;
==Super-Battalions==&lt;br /&gt;
===From Battletome Daughters of Khaine===&lt;br /&gt;
&lt;br /&gt;
;War Coven of Morathi (100/3160pt. min.) : &#039;&#039;1 Vyperic Guard, 1 Cauldron Guard, 1 Slaughter Troupe, 1 Scathcoven, 1 Shadow Patrol&#039;&#039;&lt;br /&gt;
Do not take a battleshock test for War Coven of Morathi units while Morathi-Khaine is on the board&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
If it ever come back in stock, begin with the Daughters of Khaine Blood Coven box, and magnetize the Cauldron/Shrine so you can reconfigure it as needed.&lt;br /&gt;
&lt;br /&gt;
Start out with ten Sisters of Slaughter and two boxes Doomfire Warlocks. If you happen to have the Mistweaver Saih from Silver Tower, add her.&lt;br /&gt;
&lt;br /&gt;
Then, add a second box Sisters of Slaughter and a third box Doomfire Warlocks. You now have twenty crazy murder ladies and fifteen crazy mounted murder mages and possibly a Wizard to keep them company.&lt;br /&gt;
&lt;br /&gt;
If you desperately want Witch Aelves, get thirty of them at once. That MIGHT be enough to get them into combat. &#039;&#039;With Khailebron, you are not so vulnerable to enemy shooting = more surviving Witch Aelves, and you can buff them and then teleport them to take out any key units the enemy has (preferably on turn 2+ for that secure charge). Peachy says that he has seen a full unit of buffed Witch Aelves go through a Great Unclean One in a turn, so Witch Aelves are definitely not &amp;quot;bad&amp;quot; as an unit choice. But still take them in groups of 30.&#039;&#039; &lt;br /&gt;
Witch Aelves are expen$ive as fuck, though, so look for bargains or used models if you want several boxes worth of them.&lt;br /&gt;
&lt;br /&gt;
Two boxes Khinerai Heartrenders add even more ranged damage and allow you play a Slaughter Troupe.&lt;br /&gt;
&lt;br /&gt;
Alternatively if you want to start a Melusai get two halfs of the new Shadow and Pain set (Hell get three it&#039;s such a good deal and you can just sell off the extra Ironscales) and get two Start Collecting box&#039;s. This will leave you will 30 Melusai, 10 Hapries, and as many Heroes as you could want. From there either expand with some more Melusai, add in some wildcards with Sisters of slaughter/Doomfire Warlocks, or hell add in Morathi.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cities of Sigmar:&#039;&#039;&#039; Darkshards and Sorceresses give you good ranged support, but their melee infantry moves too slowly to work well with yours.  Sorceress on Black Dragon can be fun if you have the points to spare, but anything she can do Morathi does better, her only advantage is being cheaper. Scourgerunner Chariots throw out some good ranged support and 3 of them can take up a lot of room. Shadow warriors can be a alternative to Khinari due to their infiltration rules and shadow ability.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Idoneth Deepkin:&#039;&#039;&#039; Ideally you want to grab some Ishlaenn Guard, as those guys will soak up obscene amounts of damage for you. Nothing else is really worth considering.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gotrek:&#039;&#039;&#039; Big Daddy Gotrek is back, and is one of the best killers in the game. Takes up half the average army if teamed up with Morathi and makes an awesome hammer and anvil combo. Hes slow through, so build around that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
Rules are here&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-caludron-blood-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-witch-aelves-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sisters-slaughter-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bloodwrack-shrine-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doomfire-warlocks-en.pdf&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:F572:CEE6:59C6:3B10</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Maggotkin_of_Nurgle&amp;diff=21776</id>
		<title>Age of Sigmar/Tactics/Chaos/Maggotkin of Nurgle</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Maggotkin_of_Nurgle&amp;diff=21776"/>
		<updated>2021-10-30T13:07:51Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:F572:CEE6:59C6:3B10: /* Why Play Maggotkin? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Maggotkin of Nurgle|Logo=Nurgle.jpg|Alliance=Chaos|Lore=Nurgle|Icon=220px-Nurgle_Symbol.png|Motto=Buboes, phlegm, blood and guts! Boils, bogeys, rot, and pus! Blisters, fevers, weeping sores! From your wounds the fester pours.}}&lt;br /&gt;
&lt;br /&gt;
==Why Play Maggotkin?==&lt;br /&gt;
&lt;br /&gt;
New battletome incoming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Tough and survivable: if it doesn&#039;t have Disgustingly Resilient, it&#039;s usually gonna have a high wound count.&lt;br /&gt;
* Incredible variety in models and playstyles: the Maggotkin are essentially six armies in one (Nurgle Daemons, Rotbringers, Slaves to Darkness, Skaven Pestilens, Tamurkhan&#039;s Horde{however these have now been moved to legends}, Beasts of Chaos (with the required battalion)).&lt;br /&gt;
* You have the most named characters out of any army.&lt;br /&gt;
* Surprisingly fast with the right synergies and unit imports.&lt;br /&gt;
* They are 乇乂ㄒ尺卂 ㄒ卄丨匚匚﻿&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Most units are slow and rely on support buffs to get across the board.&lt;br /&gt;
* Low rend and damage on most units: you can take a hit, but you can&#039;t exactly dish it out.&lt;br /&gt;
* With so many -1 to hit debuffs around, and no way to give +1 to your forces, your damage output can get severely hampered, but now fixed by binding some abilities to unmodified rolls&lt;br /&gt;
* Weird stuff happens in mirror matches, due to several effects (most notably the Cycle of Corruption) being based on &#039;&#039;&#039;NURGLE&#039;&#039;&#039; keywords as opposed to being allied or enemy units.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Maggotkin of Nurgle|points=[https://www.warhammer-community.com/wp-content/uploads/2018/07/Me1LXNauhfuTbvd5.pdf Maggotkin of Nurgle Errata]}}&lt;br /&gt;
&lt;br /&gt;
The Maggotkin of Nurgle Battletome was released in January of 2018, and as such is &#039;&#039;&#039;the&#039;&#039;&#039; oldest active Battletome and overdue for an update.  It&#039;s gotten to the point that the third edition of AOS came out and they &#039;&#039;still&#039;&#039; haven&#039;t gotten a new battletome.  Even the Idoneth Deepkin haven&#039;t gone as long without a new Battletome.  While one could make a joke about stagnation and Nurgle, it&#039;s really jarring.&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
If your army consists fully of units with the &#039;&#039;&#039;NURGLE&#039;&#039;&#039; keyword, it can choose to take the Nurgle allegiance, opening all the below battle traits, command traits, spells, artifacts, and spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
All Nurgle allegiance armies benefit from the following rules:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legions of Chaos:&#039;&#039;&#039; The errata saw GW cribbing notes from the Cities of Sigmar, now you (and the other god-aligned armies) can take two {{AOSKeyword|Slaves of Darkness}} units out of every four so long as you give them the mark of {{AOSKeyword|NURGLE}} and one of every four units can be from {{AOSKeyword|Beasts of Chaos}}, granting them the keyword as well. In addition coalition units do not count towards the number of battleline in your army, but do count towards everything else (behemoth, leader, artillery, etc). Also cannot be army general. Predictably, Wizards and units bearing the marks of other gods are not allowed.&lt;br /&gt;
*Congratulations, your army selection has effectively doubled between all the StD stuff that&#039;s now much easier to access and the beastmen. Unfortunately, Tamurkhan&#039;s Horde is not included in this conglomeration, with the plague toads ending up in some weird middle-ground due to their keywords and placement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cycle of Corruption:&#039;&#039;&#039; Nurgle is life, Nurgle is love, and Nurgle loves to share all his gifts. At the start of the battle - after deployment but before the first turn - the Nurgle player rolls a die to decide where the Cycle of Corruption begins. There are seven Stages of Corruption; the 7th stage being locked from the initial throw (which is good, as it is a healing one you most likely won&#039;t need yet). &lt;br /&gt;
&lt;br /&gt;
Each stage will provide you with a buff for your {{AOSKeyword|NURGLE}} units or debuff to your opponent&#039;s non- {{AOSKeyword|NURGLE}} units. At the start of each subsequent battle round the Cycle will progress by one step. For example: if your initial roll is a 3, then you will benefit from &#039;&#039;The Burgeoning&#039;&#039; during the first battle round, &#039;&#039;Plague of Misery&#039;&#039; during the second battle round, and so on. You can either let the Cycle progress or try to change it with spells or abilities. Either way, try to plan ahead because you know which benefits you will get in the following battle rounds.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Unnatural Vitality&#039;&#039;&#039;: The first stage adds 2&amp;quot; to the Move characteristic of all {{AOSKeyword|NURGLE}} units. A really good one to offset your slower units (looking at you, &#039;&#039;Blightkings&#039;&#039;) and getting them into battle quicker.&lt;br /&gt;
#&#039;&#039;&#039;Fecund Vigour&#039;&#039;&#039;: The second stage adds 1 to the wound rolls of all {{AOSKeyword|NURGLE}} units during the combat phase.&lt;br /&gt;
#&#039;&#039;&#039;The Burgeoning&#039;&#039;&#039;: The third stage is one that affects all units (yours and your opponents) as each unit within 1&amp;quot; of a terrain feature the start of your hero phase will suffer 1 mortal wound - or heal 1 if they&#039;re &#039;&#039;&#039;NURGLE&#039;&#039;&#039; - on a 5+.&lt;br /&gt;
#&#039;&#039;&#039;Plague of Misery&#039;&#039;&#039;: The fourth stage forces re-rolls of 1 for battleshock tests for your opponent, {{AOSKeyword|NURGLE}} excluded of course.&lt;br /&gt;
#&#039;&#039;&#039;Nauseous Revulsion&#039;&#039;&#039;: The fifth stage forces enemy units to re-roll wound rolls of 6 during the combat phase. Enemy {{AOSKeyword|NURGLE}} units are, once again, excluded.&lt;br /&gt;
#&#039;&#039;&#039;Rampant Disease&#039;&#039;&#039;: The sixth stage allows you to pick D3 different enemy units at the start of your hero phase (guess which units you can skip) that are within 12&amp;quot; of each other. Each unit will then suffer D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Corrupted Regrowth&#039;&#039;&#039;: The seventh and final stage will allow all {{AOSKeyword|NURGLE}} units to heal D3 wounds at the start of their hero phase. Note that this does include your opponent&#039;s units, even if they don&#039;t field a Nurgle army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Garden of Nurgle:&#039;&#039;&#039; Mimicking the Sylvaneth, the forces of Nurgle can now plant their own terrain pieces. After setting up terrain but before choosing a territory, each Nurgle army can place one Feculant Gnarlmaw anywhere more than 1&amp;quot; from any other terrain feature. Since they allow all &#039;&#039;&#039;NURGLE&#039;&#039;&#039; units within 7&amp;quot; to both run and charge in the same turn be sure to drop it off where you would benefit from this, but as mentioned above be careful in mirror matches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summon Daemons of Nurgle:&#039;&#039;&#039; Gone are the days of any {{AOSKeyword|CHAOS WIZARD}} summoning hordes of {{AOSKeyword|NURGLE DAEMONS}} to join their ranks and instead there is a new system: collecting and spending contagion points as a Nurgle army.&lt;br /&gt;
&lt;br /&gt;
In each of your hero phases a {{AOSKeyword|NURGLE}} army collects contagion points in the following ways:&lt;br /&gt;
* Any friendly {{AOSKeyword|NURGLE}} models in your own territory nets you 3 points a turn.&lt;br /&gt;
* Any friendly {{AOSKeyword|NURGLE}} models in your opponent&#039;s territory nets you an additional 3 points a turn.&lt;br /&gt;
* Being free of enemy models in a territory nets you an addition 1 point for that territory.&lt;br /&gt;
* Each Feculant Gnarlmaw nets you an additional D3 points if there are no enemy models within 3&amp;quot; of it.&lt;br /&gt;
&lt;br /&gt;
Right off the bat, you will most likely be earning 3 or 4 +D3 contagion points for having no enemies in your territory - you are buying that Gnarlmaw, aren&#039;t you? (although if the enemy takes the first turn there&#039;s a fair chance they will be in your territory, depending on mission map). Coming as no surprise, different abilities will allow you to earn more contagion points during a turn. Some heroes (such as the Lord of Plagues or Epidemius) have been reworked to play into this.&lt;br /&gt;
&lt;br /&gt;
To summon the daemons, all you have to do is look it up in the list and deduct its cost from your total points; unlike Khorne&#039;s Blood Tithe, you will be able to keep what you don&#039;t spend. There&#039;s no cast roll required, just place the summoned unit within 12&amp;quot; of a Gnarlmaw or &#039;&#039;&#039;NURGLE HERO&#039;&#039;&#039; and more than 9&amp;quot; from any enemies. Note that this list contains units in different sizes (Plaguebearers come in 5, 10, or 20), includes nearly all of Nurgle&#039;s daemons from Nurglings to a Great Unclean One (sadly no Soulgrinder, boo), and includes new Gnarlmaws (at the cost of Nurgle&#039;s favorite number).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Lastly, don&#039;t forget that placing new units will cost reinforcement points in Matched Play, though you&#039;ll be happy to know the Gnarlmaws only cost contagion points (because you didn&#039;t already buy/converted 7, did you?).&amp;lt;/s&amp;gt; Yeah, forget that. Age of Sigmar Second Edition baby! No more reinforcement points needed for summoning. This makes contagion points (and Gnarlmaws) much more important.&lt;br /&gt;
&lt;br /&gt;
Contagion points can be used to summon Daemons of Nurgle From The List Below:&lt;br /&gt;
#&#039;&#039;&#039;1 Great Unclean One &#039;&#039;&#039;: 28 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;1 Horticulous Slimux &#039;&#039;&#039;: 21 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;3 Plague Drones &#039;&#039;&#039;: 21 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;20 Plaguebearers &#039;&#039;&#039;: 21 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;1 Poxbringer, Herald of Nurgle &#039;&#039;&#039;: 14 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;1 Sloppity Bilepiper, Herald of Nurgle &#039;&#039;&#039;: 14 Contagion points&lt;br /&gt;
#&#039;&#039;&#039;1 Spoilpox Scrivener, Herald of Nurgle &#039;&#039;&#039;: 14 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;10 Plaguebearers &#039;&#039;&#039;: 14 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;1 Beast of Nurgle&#039;&#039;&#039;: 14 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;3 Nurgling bases &#039;&#039;&#039;: 14 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;5 Plaguebearers &#039;&#039;&#039;: 7 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;1 Nurgling base &#039;&#039;&#039;: 7 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;1 Feculent Gnarlmaw &#039;&#039;&#039;: 7 Contagion points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;‘LEGIONS OF CHAOS:&#039;&#039;&#039; 3rd edition trait that&#039;s a buff to using beastmen but a nerf for  Slaves to Darkness and Clans Pestilens Nurgle lists. Non-maggotkin units can be included in a Maggotkin of Nurgle army as coalition units. 2 in every 4 units in the army can be Slaves&lt;br /&gt;
to Darkness with a mark of Nurgle, 1 in 4 can be non-Tzeentch Beasts of Chaos units that gain the Nurgle keyword, and 1 in 4 can be Clans Pestilens.&lt;br /&gt;
&lt;br /&gt;
===Subfactions===&lt;br /&gt;
Added in the Wrath of the Everchosen book, you can now choose a subfaction for your smelly boys. Two for daemons and two mortals (and whatever Tarmurkhan is doing.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Munificent Wanderers&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Turn Nurgle Daemons wall into a poison spike wall&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits:&#039;&#039;&#039; &#039;&#039;&#039;Locus of Corruption:&#039;&#039;&#039; Enemy units within 3&amp;quot; of a {{AOSKeyword|Munificent Wanderers Daemon}} unit reduce the rend of their weapon by 1 (minimum -). Nurgle enemies unaffected&lt;br /&gt;
**Nurgle units, especially Plaguebeares, are already fairly durable so adding more resilience really counts. And then you remember that units like Pusgoyles and Lord of Afflictions have the Daemon keyword, and would trigger off this ability as well...&lt;br /&gt;
*&#039;&#039;&#039;Command Ability - Infested with Wonders:&#039;&#039;&#039; Pick 1 {{AOSKeyword|Munificent Wanderers Daemon}} unit within 14&amp;quot; of a {{AOSKeyword|Munificent Wanderers Daemon hero}}. Until your next hero phase any enemies which charge that unit suffer D3 wounds. Situational. Possibly good with a big unit of Plaguebearers screening out the front of your army.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - One Last Gift:&#039;&#039;&#039; Any hit rolls of &#039;6&#039; on a {{AOSKeyword|Munificent Wanderers Daemon}} unit with 12&amp;quot; of the General generate a mortal wound on the attacking unit after all attacks have been resolved. This is huge. Nurgle generally doesn&#039;t have a great mortal wound output and against the right opponent, this could generate a ton. Imagine 30 Plaguebearers getting attacked by a mob of Mortek Guard, with the -1 to hit from Flies and spitting mortal wound back against their bucket of dice.&lt;br /&gt;
*&#039;&#039;&#039;Artifact - Mucktalon:&#039;&#039;&#039; 1 weapon adds 1 to hit if it targets a hero. Pretty much total rubbish. The one weak point of the subfaction really.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Droning Guard&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Air force: Fly Wall. First turn.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits - Locus of Corruption:&#039;&#039;&#039; Enemy units within 3&amp;quot; of a {{AOSKeyword|Droning Guard Daemon}} unit reduce the rend of their weapon by 1 (to a minimum of -). “Nurgle” units remain unaffected. &lt;br /&gt;
*&#039;&#039;&#039;Command AbilIty - Twice Blessed Rotspawn:&#039;&#039;&#039; During combat, pick a {{AOSKeyword|Droning Guard Plague Drone}} unit wholly within 12&amp;quot; of a Daemon Hero, +1 to disgustingly resilient rolls.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Rotwing Commander:&#039;&#039;&#039; Before the first battle round all  {{AOSKeyword|Droning  Guard Plague Drones}} can move 4&amp;quot;. With a Gnarlmaw, you can go 12&amp;quot; + D6&amp;quot; + 2D6&amp;quot; first turn.&lt;br /&gt;
*&#039;&#039;&#039;Artifact - Cloud of flies:&#039;&#039;&#039; -1 melee hits rolls against the bearer.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Blessed Sons&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Rotbringers charge forth to spoil all&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits: Nurgle&#039;s Embrace:&#039;&#039;&#039; Each time a {{AOSKeyword|Blessed Sons Rotbringer}} model is slain in the combat phase, on a 2+, its attacker takes 1 MW, but if they’re {{AOSKeyword|Nurgle}} they Heal +1.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Foul Conqueror:&#039;&#039;&#039; May use &#039;&#039;At The Double&#039;&#039; CA once per turn on a {{AOSKeyword|Blessed Sons Rotbringer}} unit for free. &lt;br /&gt;
*&#039;&#039;&#039;Command Ability - Disregard and Defiled:&#039;&#039;&#039; Pick a {{AOSKeyword|Blessed Sons Rotbringer}} unit wholly with 12&amp;quot; of Rotbringer hero, the end of fight phase, pick an enemy unit, your unit deals total wounds/MW greater than their bravery, deal 3 MW.&lt;br /&gt;
*&#039;&#039;&#039;Artifact - Blackshell Bileplate:&#039;&#039;&#039; Reroll failed saves.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Drowned Men&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Air force: Blightlords Hammer&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits: Nurgle&#039;s Embrace:&#039;&#039;&#039; Each time a {{AOSKeyword|Drowned Men Rotbringer}} model is slain in the combat phase, on a 2+, the attacker takes 1 MW, but if they’re {{AOSKeyword|Nurgle}} they heal +1.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Bloated Raider:&#039;&#039;&#039; Reroll charge rolls for {{AOSKeyword|Drowned Men Pusgoyle Blightlords}} wholly within 14&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Command Ability - Kneel Before The Plague:&#039;&#039;&#039; At start of the combat phase, choose a {{AOSKeyword|Drowned Men Pusgoyle Blightlords}} unit wholly within 12&amp;quot; of a {{AOSKeyword|Rotbringer}} hero, and if they roll a 6 to wound, add -1 rend to that attack. Unless FAQ&#039;ed, powerful with how many attacks Pusgoyles could gerate. &lt;br /&gt;
*&#039;&#039;&#039;Artifact - Rot-kraken Hide:&#039;&#039;&#039; +1 Wound.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Maggotkin Generals can choose their Command Trait from three different tables depending on their Keywords (&#039;&#039;&#039;ROTBRINGER&#039;&#039;&#039;, &#039;&#039;&#039;DAEMON&#039;&#039;&#039; or &#039;&#039;&#039;MORTAL&#039;&#039;&#039;). The first three traits in every table are the same.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Universal&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Grandfather’s Blessing&#039;&#039;&#039;: Once per battle, at the start of your Hero phase, you can move the Cycle of Corruption one stage forward or backward if your general has not been slain.&lt;br /&gt;
#&#039;&#039;&#039;Living Plague&#039;&#039;&#039;: At the start of your Hero phase, roll a dice for each enemy unit within 1&amp;quot; of your general. On a 4+ the unit being rolled for suffers 1 Mortal Wound, and you receive 1 Contagion point.&lt;br /&gt;
#&#039;&#039;&#039;Hulking Physique&#039;&#039;&#039;: Add 1 to wound rolls for your general.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rotbringers&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Bloated with Corruption&#039;&#039;&#039;: On a 4+ after your general suffers an unsaved wound the attacking unit suffers 1 mortal wound. Combines wonderfully with the &#039;&#039;Bileheart&#039;&#039; below, making it all but pointless to attack your General.&lt;br /&gt;
#&#039;&#039;&#039;Avalanche of Rotten Flesh&#039;&#039;&#039;: Add 2 to run and charge rolls for your general.&lt;br /&gt;
#&#039;&#039;&#039;Resilient&#039;&#039;&#039;: Whenever you allocate a wound or mortal wound to your general, roll a dice. On a 6+ it is negated.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Daemons&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Tainted Corruptor&#039;&#039;&#039;: At the start of your hero phase, a terrain model within 3 inches gains the Sickness Blossoms rule from Feculent Gnarlmaw warscroll along with any other rules. Interesting in theory.&lt;br /&gt;
#&#039;&#039;&#039;Nurgling Infestation&#039;&#039;&#039;: Once per battle at the start of a combat phase you inflict d3 mortal wounds on an enemy unit within 3 inches.&lt;br /&gt;
#&#039;&#039;&#039;Pestilent Breath&#039;&#039;&#039;: At the start of your shooting phase, pick an enemy unit withing 6 inches of your general. Roll a dice for each model within 6 inches of your general. The unit suffers a mortal wound for each roll of 5+. You know who can get this? A Harbinger of Decay, with his massive footprint and fast (for Nurgle) movement speed.  You know who else can get this?  A Verminlord Corruptor, who has an even larger footprint and moves even faster!&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Mortals&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Hideous Visage&#039;&#039;&#039;: Subtract 2 from the bravery of enemy units within 3 inches of your general. Combine this with &#039;&#039;The Carrion Dirge&#039;&#039; below for a massive -4 to enemies foolish enough to enter combat with your general.&lt;br /&gt;
#&#039;&#039;&#039;Overpowering Stench&#039;&#039;&#039;: Re-roll hit rolls of 6+ for attacks that target your general in the combat phase.&lt;br /&gt;
#&#039;&#039;&#039;Virulent Contagion&#039;&#039;&#039;: Improve your generals rend characteristics by 1 for attacks in the combat phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Artefacts&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Artefacts of Contagion&amp;quot;&amp;gt;&lt;br /&gt;
Any &#039;&#039;&#039;ROTBRINGER HERO&#039;&#039;&#039; can be given one of these artifacts.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;The Splithorn Helm&#039;&#039;&#039;: Roll a dice each time a wound or mortal wound is allocated to the bearer, on a 6+ it is negated. Nice enough on a Lord of Plagues or Lord of Blights but pretty much wasted on Harbingers of Decay and Lords of Affliction.&lt;br /&gt;
#&#039;&#039;&#039;Muttergrub&#039;&#039;&#039;: The bearer can cast one additional spell if they are a wizard or cast Foul Regenesis every hero phase (but no unbinding) if they are not. Great if you need more casts asap but can&#039;t afford another Sorcerer.&lt;br /&gt;
#&#039;&#039;&#039;Rustfang&#039;&#039;&#039;: At the start of each combat phase, pick one unit within 3 inches of the bearer. Subtract 1 from the armor save for the rest of the battle. You can only do this once on a unit. Phenomenal, as it negates one of your Blightkings&#039; biggest weaknesses.&lt;br /&gt;
#&#039;&#039;&#039;Flesh Pealer&#039;&#039;&#039;: Roll a dice each hero phase for each unit within 6 inches of the bearer. On a 5+ the unit suffers d3 mortal wounds. Meh. Might be okay on a Lord of Affliction, giving him YET another damaging aura.&lt;br /&gt;
#&#039;&#039;&#039;The Bileheart&#039;&#039;&#039;: Roll a dice each time you allocate a wound or mortal wound in the combat phase and it is not negated. On a 4+ the unit suffers 1 mortal wound after all its attacks are made. Can turn a Lord of Affliction into a mini-Jabberslythe.&lt;br /&gt;
#&#039;&#039;&#039;The Fecund Flask&#039;&#039;&#039;: You can use this once per battle at the start of your hero phase. If done, roll a dice, on a 2+ all suffered wounds are healed. On a 1 the bearer is slain. When slain, you replace the model with a Beast of Nurgle within 1 inch of the models current position. Using this when your Hero only has one Wound left can only lead to positive outcomes. But then, how many times will a Hero survive to the start of a friendly Hero Phase with exactly one wound?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Daemonic Boons&amp;quot;&amp;gt;&lt;br /&gt;
Any &#039;&#039;&#039;Nurgle Daemonic Hero&#039;&#039;&#039; (including the Lord of Afflictions, the Harbinger of Decay and marked Lords of Chaos on Daemonic Mount) can be given one of the following.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Noxious Nexus&#039;&#039;&#039;: Roll a dice for each enemy unit within 7 inches of the bearer at the start of the hero phase. If the roll is equal to or less that the battle round (such as a 1,2, or 3 on the 3rd round) the unit suffers 1 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Nurgle&#039;s Nail&#039;&#039;&#039;: Pick one of the bearers melee weapons to be the nail. Roll a 2d6 for each enemy model that was allocated wounds by this weapon but not slain. If the result is 7 exactly, the model is slain. Any other result does nothing.&lt;br /&gt;
#&#039;&#039;&#039;The Bountiful Swarm&#039;&#039;&#039;: At the start of your hero phase, pick a enemy model within 3 inches of the bearer and roll a dice. If the roll is greater than the models wound characteristic the model is slain. If the model slain has a wound characteristic of 4+ then add a Beast of Nurgle to your army within 1 inch of the model slain. This allows you to snipe models out of units, like, say, that icon bearer from a Pink Horror unit. Go for reliable kills instead of betting on the Beast of Nurgle.&lt;br /&gt;
#&#039;&#039;&#039;The Witherstave&#039;&#039;&#039;: Re-roll hit rolls of 6 for enemy units within 12 inches of the bearer. This is filthy. Put this on a  Great Unclean One or a Harbringer of Decay to negate a lot of exploding 6s. Works especially well with the Lord of Blight&#039;s command ability, Plaguebearers&#039; Cloud of Flies, or both if you want show your opponent what a tar pit looks like - a unit of 20 or more Plaguebearers would be -4/-2 to hit for shooting/melee, rerolling sixes, which occur before modifiers are applied.&lt;br /&gt;
#&#039;&#039;&#039;Tome of the Thousand Poxes&#039;&#039;&#039;: Add 1 to casting rolls (for Lore of Nurgle spells only - note that this does NOT include the Foul Regenesis spell) if the target is a wizard, or the bearer can cast Sumptuous Pestilence each hero phase (but no unbinding) if they are not. Putting this on a Great Unclean One with Bileblade is pretty much the most obvious thing in the world. Or is it? The Great Unclean One doesn&#039;t exactly have a phenomenal spell lore to choose from. Making a Daemon Prince cast Sumptuous Pestilence might be worth it though.&lt;br /&gt;
#&#039;&#039;&#039;The Endless Gift&#039;&#039;&#039;: At the start of the battleshock phase roll a dice for each non-nigated wound allocated this turn. On a 4+ the wound is healed. Utterly filthy on a Great Unclean One as it forces your opponent to pump unreasonable amounts of damage into it to finally stop the regeneration.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Plagueridden Gifts&amp;quot;&amp;gt;&lt;br /&gt;
Any &#039;&#039;&#039;Nurgle Mortal Hero&#039;&#039;&#039; can be given one of the following. This includes Rotbringer heroes but also marked Slaves to Darkness heroes.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;The Virulent Blade&#039;&#039;&#039;: Pick one of the bearers melee weapons to be the blade. Add 1 to the damage characteristic if the wound roll is a 5+. Would be way better if it were just a flat +1 but if you need more damage, it&#039;s not too shabby.&lt;br /&gt;
#&#039;&#039;&#039;The Foetid Shroud&#039;&#039;&#039;: Re-roll hits rolls of 6+ for attacks against the bearer in the combat phase. Great for getting rid of exploding 6s but not that effective.&lt;br /&gt;
#&#039;&#039;&#039;Sublucus&#039; Stenchplate&#039;&#039;&#039;: Enemy units within 3 inches of the bearer at the end of their movement phase suffer d3 mortal wounds. Pretty much forces any Hero to fall back or take a significant portion of damage. Small elite units aren&#039;t going to like it either. Doesn&#039;t help against getting swarmed by hordes though.&lt;br /&gt;
#&#039;&#039;&#039;The Eye of Nurgle&#039;&#039;&#039;: Once per battle you can roll 2d6 at the start of the hero phase if there are any models within 12 inches of the bearer. If the result is a 7, the nearest enemy model is slain. 1-in-6 chance of killing anything. Interesting as a hail mary, but even better as a psychological tool. &amp;quot;Are you &#039;&#039;sure&#039;&#039; you want to keep your centerpiece this close to me?&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;The Carrion Dirge&#039;&#039;&#039;: Subtract 2 from enemy units bravery within 12 inches of the bearer. This can lead to some pretty insane anti-Bravery stacking. And a 12&amp;quot; bubble is pretty large as well. Put on a Lord of Chaos on Daemonic Mount and have him escort some Chaos Knights for a -3 to enemy Battleshock.&lt;br /&gt;
#&#039;&#039;&#039;The Shield of Growths&#039;&#039;&#039;: You can re-roll save rolls if the roll is equal to or less than the number of wounds currently allocated to the model. Risky but potentially pretty useful, especially since a lot of your Heroes have some form of regeneration.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;The Lore of Nurgle&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
First off, all your &#039;&#039;&#039;Nurgle&#039;&#039;&#039; Wizards get this gem:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Foul Regenesis:&#039;&#039;&#039; Relatively high casting value of 7 (go figure) but it allows you to instantly switch to the Stage of Corruption you want. A great way of using it is picking &#039;&#039;Nauseous Revulsion&#039;&#039;. You might be tempted to pick &#039;&#039;Rampant Disease&#039;&#039; for those tasty Mortal Wounds, but that only activates at the start of the Hero Phase, which has already passed by the time you cast. So you pick &#039;&#039;Nauseous Revulsion&#039;&#039; for the extra defense and then, next turn, it automatically goes to &#039;&#039;Rampant Disease,&#039;&#039; and you can spell it back to &#039;&#039;Nauseous Revulsion&#039;&#039; again after it dealt its damage. Alternatively, set the wheel to &#039;&#039;Unnatural Vitality&#039;&#039; because your army is painfully slow without it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-After, each Wizard gets one Lore spell, but which lore they have access to is determined by their Keywords.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rotbringers&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rotbringer Wizards&#039;&#039;&#039; get to pick from these:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blades of Putrefaction:&#039;&#039;&#039; Casts on a 7+, affects a friendly unit within 14&amp;quot;. 6+ To Hit deal a Mortal Wound in addition to other damage, not specifying melee or shooting. This, of course, is best on something with a lot of attacks and/or something with a bonus to their Hit rolls. In other words, Marauders. Or, you know, those tasty Blightkings (though remember,  exploding 6&#039;s will only create 1 mortal wound each, not D6). Best used on plague drones, as they have the potential to reach up to 14 attacks per model, drown your foes in the droning swarm!&lt;br /&gt;
#&#039;&#039;&#039;Rancid Visitations:&#039;&#039;&#039; Casts on a 6+, affects 1 enemy unit within 3&amp;quot; of the caster. For each model of that unit within 3&amp;quot; of the caster, the unit suffers a Mortal Wound. Yikes. Do keep in mind though, that this requires your caster to stay alive until he can cast it and that Great Unclean Ones can&#039;t pick this. So, in other words, only use on Glottkin and Bloab. &amp;lt;s&amp;gt;So no, named character can&#039;t take additional artifacts, spells and command abilities&amp;lt;/s&amp;gt; Named characters can take spells, but not artifacts and command abilities. The tome says &amp;quot;As such, these models cannot have a command trait or artefact of power.&amp;quot; (pg. 58) says nothing about not taking a spell. Additionally warscroll builder allows you to take spells but not artifacts and abilities. (Interestingly enough the new beastgrave warband, The Wurmspat, may be a much more economic choice for using this spell. Her bodyguards make her much tankier, and she is easier to fit into massive melees because of her infantry sized base. Its worth trying out if you really want to make this spell work, but dont have room for the behemoths).&lt;br /&gt;
#&#039;&#039;&#039;Gift of Corruption:&#039;&#039;&#039; Casts on a 6+, enemy unit within 18&amp;quot; takes either -1 To Hit, -1 To Wound or -1 to Saves, rolled randomly. Not too reliable, but everything it can do is good, so go nuts.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Daemons&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Daemon Wizards&#039;&#039;&#039; get to pick from these:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Favoured Poxes:&#039;&#039;&#039; Oh lord. Casts on a 7+, pick an enemy unit within 14&amp;quot;. It takes -1 to their Hit, Wound and Save rolls until the caster moves, casts another spell, or dies. So, that Herald you cast this with will be useless afterward, but such an utterly crippling debuff means your Herald doesn&#039;t HAVE to do anything. Just point literally any unit at the target, and the target is gone. Biggest weakness is its range, but whatever.&lt;br /&gt;
#&#039;&#039;&#039;Glorious Afflictions:&#039;&#039;&#039; Casts on 5+, affects an enemy unit within 21&amp;quot;. That unit halves its Move, the distance it runs, the distance it charges and cannot make use of the Fly rule. What? Was the enemy trying to flank you? Not anymore. Slows enemies down enough so you can get the drop on them instead.&lt;br /&gt;
#&#039;&#039;&#039;Sumptuous Pestilence:&#039;&#039;&#039; Casts on 6+, each enemy unit within 7&amp;quot; takes a Mortal Wound, unless they have more than 5 models, in which case it&#039;s D3 Mortal Wounds. MSU armies beware.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Mortals&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mortal Wizards&#039;&#039;&#039; get to pick from these:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Magnificent Buboes:&#039;&#039;&#039; Casts on a 7+, pick an enemy Hero. He takes D3 Mortal Wounds and gets -1 to Hit, Cast and Unbind rolls. Neuters fighters and heaps damage onto supporters and all of that from phenomenal range.&lt;br /&gt;
#&#039;&#039;&#039;Plague Squall:&#039;&#039;&#039; Casts on a 6+. If successful, roll 7D6. For each 6, pick a visible enemy unit and deal D3 Mortal Wounds to it. You can only pick each enemy unit once. You know what this one doesn&#039;t have? A range limit. Even one cast can kill certain artillery crews from the safety and comfort of your own deployment zone. And the best part is, according to the spell description, that missing range limit doesn&#039;t seem to be an oversight since it&#039;s basically a rain shower made of plague fluids.&lt;br /&gt;
#&#039;&#039;&#039;Cloying Quagmire:&#039;&#039;&#039; Casts on a 5+, pick an enemy unit within 14&amp;quot; and roll a D6. If this rolls equal to or over their Save characteristic, they suffer D6 Mortal Wounds. So, it gets more reliable on precisely the units you want to affect with it the most. Wow.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Endless Spells&amp;quot;&amp;gt;&lt;br /&gt;
Slaves to Darkness only&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Eightfold_Doom-Sigil_eng.pdf Eightfold Doom-Sigil]:&#039;&#039;&#039; (40pts) CV 5. This spell will only have use when things die around it, so you&#039;d best make sure you make at least one model go down so you can power them up. Now a bonus attack won&#039;t sound too scary for your Chaos Lord, but throw it on a band of marauders and they won&#039;t be laughing anymore.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Darkfire_Daemonrift_eng.pdf Darkfire Daemonrift]:&#039;&#039;&#039; (50pts) CV 6. This is a purely predatory spell, dealing d3 MWs to anything it goes through. It&#039;s damage potential also powered up by other Wizards and Endless spells, which is pretty trollish for, say, Tzeentch or the Sacrosanct Chamber and all their wizards.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Reamscourge_Rapture_eng.pdf Realmscourge Rapture]:&#039;&#039;&#039; (60pts) CV 7. This Predatory spell is like the Pendulum in that it can only move in straight lines (but in this case can also only go forward, making it even more reliable). Anything that this goes through (or near) suffers not only d3 MWs, but their movement will also be halved, which can positively cripple a unit just in time for your Vikings to flatten them.&lt;br /&gt;
&lt;br /&gt;
Beasts Of Chaos only&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. However, if you ally in some Slaves to Darkness, it really becomes insane. The Mindstealer Sphiranx has another -2 Bravery Aura, Chaos Knights net you another -1, which results in -9 Bravery! So even Demons can disintegrate after 1 casualty.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Warscrolls=&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Leaders&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Named Characters&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Daemon&amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-epidemius-en.pdf Epidemius]:&#039;&#039;&#039; (200pts)A Herald of Nurgle +1, with two more wounds and a Nurgling base&#039;s worth of extra attacks. It doesn&#039;t sound like much until you get to his Nurgle&#039;s Tallyman ability and realize he&#039;s the best force multiplier in the game. You keep a tally of how many models your Nurgle models killed, and as it rises, they get bonuses. How&#039;s that so great? Because it doesn&#039;t specify Nurgle Daemons, just Nurgle. So this guy buffs your Plague Monks, your Blightkings, Glottkin, the Maggoth Riders, Plague Drones, you name it. And since Nurgle has even a few fast hard hitters like Daemon Princes, those bonuses should start adding up fast.&lt;br /&gt;
*If you really want to stack up his bonus fast, bring a couple of Clan Pestilens Plague Claws. If the opponent isn&#039;t playing a super low-model count army, you&#039;ll rack up the model kills fast and apply it to your whole army before they even get to combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Rotigus.pdf Rotigus Rainfather]:&#039;&#039;&#039; (Behemoth, 340pts)Rotigus is the newly named version of the GUO. At 16 wounds and a 4+ save he&#039;s just as resilient as the normal GUO. He also retains the GUO&#039;s ability to deal out mortal wounds to units attacking him. Where he differs from the GUO is trading in his shooting attack for the ability &amp;quot;Streams of Brackish Filth.&amp;quot; The ability targets each enemy unit within 6&amp;quot; and on a 4+ slaps them with D3 mortal wounds. Flying units only get hit on a 6+ however. Rotigus also has the &amp;quot;Deluge of Nurgle&amp;quot; unique spell (Casting value 7) which is essentially a more damaging and far-reaching version of the GUO&#039;s plague wind spell, allowing you to hit as many as 7 enemy units as long as they are visible to the caster. Regarding melee, he is slightly less effective than a standard GUO equipped with the Sword and flail but is still more than capable of holding his own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Horticulous-slimux.pdf Horticulous Slimux]:&#039;&#039;&#039; (220pts) The head gardener of the greatfathers very own garden. Riding into battle on a giant plowing-snail called Mulch, he lops off the heads of trespassers with his giant shears while Mulch eats the rest with his slime-encrusted jaws.&lt;br /&gt;
3+ save 5&amp;quot; move and 8 wounds. He has 3 attacks with his &#039;&#039;&#039;Lopping Shears&#039;&#039;&#039; 3+, 3+, -1 and D3 damage. Mulch has D3 attacks with his jaws. 3+, 3+, -2 and 2 damage.&lt;br /&gt;
For abilities, he, of course, has &#039;&#039;&#039;Disgustingly Resilient&#039;&#039;&#039; but also &#039;&#039;&#039;Beast Handler&#039;&#039;&#039; which lets you reroll failed charge rolls and hit rolls of 1 for friendly &#039;&#039;&#039;Beasts of Nurgle&#039;&#039;&#039; units within the holy inches. Like the Poxbringer you can heal a wound off a &#039;&#039;&#039;Nurgle Daemon&#039;&#039;&#039; within 7&amp;quot; if anyone was killed in the preceding turn. Lastly, he has the ability &#039;&#039;&#039;Acidic Slime Trail&#039;&#039;&#039; which makes enemies within 3&amp;quot; take D3 mortal wounds on a 4+ when Slimux makes a retreat. He also lets you set up 1 free gnarlmaw once per game in your hero phase.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Others&amp;lt;/span&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-theglottkin-en.pdf The Glottkin]:&#039;&#039;&#039; (380pts) This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. The big bad bad guys of Nurgle are back. &amp;lt;strike&amp;gt;And this time, no bullshit Purple Suns exist that can cascade them out of the game in a single turn. And without that annoying weakness, they are absolutely devastating&amp;lt;/strike&amp;gt; With Malign Sorcery, the Purple Sun is back, but not as devastating as before. 18 freaking Wounds with an automatic Regen of D3 Wounds per friendly Hero Phase, basically Terror and the fact that enemies can take Mortal Wounds simply for being charged by the Glottkin combine with magic and very powerful attacks to make something truly nightmarish. Their unique spell is very situational but can make a bunch of Marauders into the single most immovable tarpit in the game - for a turn. They also have a really awesome Command Ability that grants one extra attack to every melee weapon of every Nurgle unit within 14&amp;quot; of them. Yes, this includes Nurgle Daemons and Clan Pestilens. Additionally, they have a shooting weapon that is easy to hit with, has a high Rend and inflicts a whole lot of damage, but unfortunately, it only Wounds on 4+, which makes it quite unreliable.&lt;br /&gt;
*Protip: in the right army, Fleshy Abundance is the best defensive spell of the game. Using it on 1-Wound models effectively means giving them a 4+ save-after-the-save (and unlike it, it doesn&#039;t depend on a dice roll, it always reduces your losses to half). And the targets aren&#039;t limited to Nurgle units, too, but it&#039;s even better if they are because then they will be affected by the Glottkin&#039;s awesome Command Ability. Plaguebeareres and Chaos Marauders become much better, but glass cannons like Plague Monks and Plague Censer Bearers become ridiculously so. This makes them a very good ally for Pestilins, if you plan on picking that up as a secondary army.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Blob-rotspawned.pdf Bloab Rotspawned]:&#039;&#039;&#039; (240pts)This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. Of the Maggoth Riders, Bloab is the only Wizard, but in exchange, he has a worse save than the others, makes fewer attacks with his (still decent) weapon and projects several annoying auras. He has a fly swarm that can cause penalties To Hit enemies in a large area and his bells lower enemy casting rolls by 1. His Maggoth also has by far the best shooting attack of the three. Finally, his unique spell is potentially devastating: It affects one enemy unit. At the end of every phase in which the unit lost Wounds, roll a D6. On 2+, the unit takes another D3 Mortal Wounds. Keep in mind, this happens on a per-phase basis. Basically, if you cast this spell, you need to invest in it. Every phase you have to strip off at least one Wound off that unit. Otherwise, just use Arcane Bolt and have done. Other than that, Bloab is simply very versatile. He is strong in melee but not stellar, good at shooting but not the shootiest Hero in the game, can cast but not terribly well and can fuck with the opponent with all his auras and unbinding.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-morbidextwiceborn-en.pdf Morbidex Twiceborn]:&#039;&#039;&#039; (240pts) This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. The guy who loves Nurglings, because they love him. Of the Maggoth riders, he has the worst shooting attacks, projects Nurgle&#039;s Rot and has a regeneration effect in each friendly Hero Phase. On 4-5 he heals a Wound. On 6, he heals D3 Wounds instead. He also adds 1 model to a nearby unit of Nurglings in each of your hero phases and grants a +1 To Wound for Nurglings around him. Nothing crazy, but a free 33pt bodyguard each round isn&#039;t too bad.  He&#039;s pretty good in close combat, better than his boss Orghotts. Use him to lead your charges, because he&#039;s tough, powerful and really fast for Nurgle&#039;s standards.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Orghotts_daemonspew.pdf Orghotts Daemonspew]:&#039;&#039;&#039; (240pts) This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. Supposedly the strongest of the Maggoth riders. He damages enemies who punch him, his Maggoth has an okay shooting attack (though with abysmal range), and his Command Ability lets a friendly Nurgle unit reroll To Wound. On the charge, he&#039;ll get D3 more attacks, and anyone his axes wound but don&#039;t kill will take a mortal wound on a 4+.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-gutrot-spume-en.pdf Gutrot Spume]:&#039;&#039;&#039; (140pts) Do you remember Wulfrik? No, not his awful joke rule, don&#039;t worry. But do you remember his awesome rule to outflank himself and a unit of Marauders? Well, Gutrot gets to do that now, except he can take a unit of Putrid Blightkings with him instead. That&#039;s right, outflanking Blightkings.  He can also use his tentacles to wrench enemy weapons off them, making his 7 Wounds with a 3+ Save even tankier. Finally, his already decent attacks gain rerolls of 1s To Hit against &#039;&#039;&#039;Heroes&#039;&#039;&#039; but in exchange, he can only target Heroes if there are Heroes within 3&amp;quot; of him (so watch out as his highest ranged attack in melee is 2&amp;quot;). He lost his Command, but all his changes make him into a superb supporter and beatstick, who can not only survive but overcome a lot of powerful Heroes. Nothing quite like holding a Gryphon&#039;s beak shut while you hack away at the rider. A recommended tactic is to bring a single unit of 10 blight kings with him on turn 2 (after your opponent has likely forgotten you can deep strike him, just keep your mouth shut), and then proceed to tear the everliving fuck out of your enemy&#039;s backfield warmachines and characters. When you&#039;re done with that, use your remaining Blight King flankers (re: probably all of them) and flank his battle line from the rear. Or just sit on his objective and annoy the fuck out of him, because they will never get you off, no matter how hard they try.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-festus-the-leechlord-en.pdf Festus the Leechlord]:&#039;&#039;&#039; (140pts) Festus is a support Hero, pure and simple. He heals a Wound a turn and can either heal a friendly model for D3 Wounds or give out D3 Mortal Wounds to an enemy model, though for both he needs to be within 1&amp;quot; of whoever he wants to affect. His unique spell lowers enemy saves by 1 PERMANENTLY (Save rolls though, not saves.  So Nighthaunt or anything else that ignores modifiers will ignore this). Unfortunately, with the Maggotkin Battletome, this explicitly doesn&#039;t stack anymore. However, for all this awesome, his close combat potential can be very generously described as lacking, at least compared to melee characters. Compared to most other Wizards, he&#039;s about twice as strong.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-tamurkhan.pdf Tamurkhan The Maggot Lord]:&#039;&#039;&#039; {moved to legends}(Behemoth, 420pts) The eponymous character for the army. Big, mean and perfect to destroy the heroes of the other side; send him after enemy characters where the Black Cleaver and its re-rolls can go to work. Even if he dies, he&#039;ll be dealing mortal wounds to them with a chance to Resurrect himself as a final insult. With 18(!) wounds, D3 of which are regenerated per turn, a host of attacks from Bubebolos and a command ability that re-rolls charge rolls for his Horde he&#039;s also well-suited for grinding through infantry, so plonk him into the center of your line and go to town. If you have him there&#039;s no reason not to use him; just watch out for armies with a high proportion of powerful shooting units like Aelves or Duhardin, since he&#039;s only packing a 4+ save.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-kazyk-the-befouled.pdf Kayzk the Befouled]:&#039;&#039;&#039; {moved to ledgens} (120pts) Tamurkhan&#039;s second in command. 7&amp;quot; move, 7 HP, 7 bravery...I think I see a pattern... Best ran alongside a few units of Pox Riders or (even better) Nurgle Chaos Knights for cover - although he does have a 5+ ignore Mortal wounds. consider using him as an archer or wizard hunter. His Command Ability is a slightly buffed version of Inspiring Presence that only works on Nurgle unit, so consider making either the chap above or below your general instead.&lt;br /&gt;
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===Generic Characters===&lt;br /&gt;
====Daemon====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Great-unclean-one.pdf Great Unclean One]:&#039;&#039;&#039; (Behemoth 320pts) Your Greater Daemon and one of the best choices to evoke other units. Your standard general on bigger games. The GUO is one of the toughest fuckers around. He has the same basically-40k&#039;s-Feel-no-Pain rule of a 5+ save after his save but for him, if he rolls a 6 and is in melee, he actually inflicts Mortal Wounds. He also has a regeneration of D3 Wounds per turn, has a strong though short-ranged shooting attack and a melee profile worthy of a monster. What makes him shine is his unique spell, a 14&amp;quot; line that damages enemy units under it and heals Nurgle units under it. It can&#039;t resurrect but is perfectly able to make the obscenely tough Plague Drones even harder to remove. Also, his command ability gives a Nurgle Daemon unit within 21&amp;quot; play an extra melee attack with each of their weapons. NICE. With the new model, he can now swap his weapons for worse damaging versions with benefits. The sword can be swapped for the bell which gives any Nurgle unit a 3-inch movement increase if they start within 7 inches at the start of the movement phase and the flail can be swapped for a dagger that can give a 1 point boost to a casting or unbinding roll for a unnegatable wound, and with his regen abilities, it could be quite worth it if there&#039;s one spell you don&#039;t want to be dealing with.&lt;br /&gt;
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{{anchor|FWExalted}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/AOS-Exalted-Daemon-of-Nurgle.pdf  Exalted Greater Daemon of Nurgle]:&#039;&#039;&#039; (Behemoth 390pts) Better sword but no secondary weapon, slightly longer-ranged version of the GUO&#039;s command ability, but crucially, a different name so they can both be used on the same unit. Fancy some Plague Drones with 11 attacks each? &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Poxbringer-herald-of-nurgle.pdf Poxbringer, Herald of Nurgle]:&#039;&#039;&#039; (120pts) Your gamechanger. Compared to a Herald of Khorne, he has fewer attacks that are harder to hit and can&#039;t deal Mortal Wounds but do D3 wounds if they go through. On average they should do about the same amount of damage, but the HoN will last much longer because he&#039;s Disgustingly Resilient and can heal (himself or others nearby) a wound if anyone at all died in the preceding turn. If you play any Nurgle Daemons, at least have one of these guys in reserve so that you can summon him if need be. Beasts of Nurgle especially turn from &#039;&#039;okay&#039;&#039; to &#039;&#039;murder on no legs&#039;&#039; if a Daemon Hero of Nurgle is nearby. If relying on him for synergy, keep him away from combat(and out of range of enemy ranged units) and take advantage of his synergy bubble. Now has a unique spell that does d3 mortal wounds on a unit that&#039;s in 7 inches of a Plaguebearer unit, but it&#039;s on a higher casting roll than Arcane Bolt and same damage so it&#039;s not much of a use if you&#039;re in range for bolt, but since there&#039;s no specified range on how far the Plaguebearers can be away it can work if you need a spell shot on a unit your herald is not close enough to for bolt.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Sloppity-bilepiper-herald-of-nurgle.pdf Sloppity Bilepiper, Herald of Nurgle]:&#039;&#039;&#039; (90pts) A New Support Provides 7&amp;quot; +1 to the bravery of &#039;&#039;&#039;Nurgle Daemons&#039;&#039;&#039;(Not that useful) but subtracts 1 bravery from enemies. Also, Re-roll failed charges and hit rolls of 1 for Nurglings &amp;amp; &#039;&#039;&#039;Great Unclean Ones&#039;&#039;&#039; at 7&amp;quot;. Although his Marotter attacks may not seem useful at first, 4 Plaguesword attacks with a -1 rend and 2 damage is nothing to scoff at for a measly 100 points. Additionally, against similarly priced heroes, Bilepipers perform shockingly well. A 4+ save with a Disgustingly Resilient save after that ensure that your favorite Scottish Daemon will be whacking his foes to death turn after turn.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Spoilpox-scrivener-herald-of-nurgle.pdf Spoilpox Scrivener, Herald of Nurgle]:&#039;&#039;&#039; (90pts) Scrivener does for Plaguebearers as what  Bilepiper does for Nurglings &amp;amp; &#039;&#039;&#039;Great Unclean Ones&#039;&#039;&#039; as stated above, except that you always reroll charge dice results of 1 rather than failed charges.  Worse in close combat than the Bilepiper, but you can sneeze people to death with him!&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Deamon_Prince_eng.pdf Daemon Prince]&#039;&#039;&#039;: (210pts.) He’s gone through a reworking since his last outing. He no longer has the ability to taken Unmarked and the buff for killing heroes, but now he gains a unique command ability for  Nurgle, make a friendly unit within 12 inches cause d3 mortal wounds each time an enemy unit rolls at least one 6 to hit them (so if they get to attack twice they may cause a further D3 MW - errata from the absurd &#039;D3 mortal wounds for each 6 rolled&#039;). His damage output is pretty solid, so use him to rack up the Epidemius points, and he&#039;s fast enough to keep up with (or outpace) Beasts and Plague Drones and activate their abilities. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Verminlord_Corruptor.pdf Verminlord Corruptor]:&#039;&#039;&#039; (Behemoth, Pestilens, 280pts)A Skaven Daemon from the Clans Pestilens. He&#039;s got 12 wounds. With his insane 10 attacks on his melee weapon, he can equip the Sword of Judgement from the shadow realm artifact list and have 10 chances to absolutely murder heroes and monsters. Has a Skaven version of Disgustingly Resilient. Cast two spells and abilities to deal mortal wounds. His COMMAND ABILITY gives Pestalence wholly within 13&amp;quot; re-roll to hit.&lt;br /&gt;
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====Mortals &amp;amp; others====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lord-of-plagues-en.pdf Lord of Plagues]:&#039;&#039;&#039; ( MORTAL, ROTBRINGER, 140pts) Oh, dear lord, talk about overcompensating. Before, the Lord of Plagues was extremely underpowered. But now, with a price-bump and some new rules, he&#039;s pretty brilliant. First off, he gets the same &amp;quot;6+ To Hit hits D6 times&amp;quot; rule as the Blightkings, but he gets this on top of -1 Rend and D3 damage, so he is potentially murderous. Then, he lets Blightkings around him reroll 1s To Hit, making him into a proper support Hero. Then he can help you rack up contagion points, which is nice. Finally, his Command is still bad, being a very unreliable way of delivering Mortal Wounds over 21&amp;quot;. A whole 1.16 of them on average. All in all, a very nice beatstick who can support Blightkings (and only Blightkings) very well. Still slow and with a terrible Command, though.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Lord-of-blights.pdf Lord of Blights]&#039;&#039;&#039; (MORTAL, ROTBRINGER, 140pts) Sporting the same statline as the Lord of Plagues, the Lord of Blights is a new hero for the forces of Nurgle. Gets basically the same melee as the Lord of Plagues, but without the exploding 6s, so it&#039;s alright. He also gets Death&#039;s Heads he can throw - his own is pretty powerful already, but he also allows Putrid Blightkings next to him to throw a bunch. While a shooting attack over 14&amp;quot; sounds incredibly useful, keep in mind it&#039;s one shot per Blightking, so not that much shooting at all. His real meat comes from his Command, which grants one &#039;&#039;&#039;Nurgle&#039;&#039;&#039; unit the Plaguebearers&#039; &#039;&#039;Cloud of Flies&#039;&#039; rule, so -1 To Hit when shooting them or -2 To Hit while shooting and -1 To Hit in melee at 20+ models. Very powerful. He also has a shield that allows him to re-roll saves of 1 in melee, but whatever.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Lord-of-afflictions.pdf Lord of Afflictions]:&#039;&#039;&#039; (MORTAL, DAEMON, ROTBRINGER, 200pts) And all the Daemons say he&#039;s pretty fly for a blight guy. Superbly killy, combining the melee of the Lord of Plagues (sans exploding 6s, sadly) with a Rot Fly&#039;s worth of attacks and another damage 2 knock from the underslung bell. For survivability he&#039;s also golden, like the other Lords, but with an additional Wound, Disgustingly Resilient and a 1 wound per turn heal. His buff allows all &#039;&#039;&#039;Rotbringers&#039;&#039;&#039; to reroll 1s To Hit - so Blightkings, Blightlords, and all the mortal heroes. He also has a couple of abilities for dealing Mortal Wounds, one of which, the Incubatch, is so deadly it can even damage &#039;&#039;&#039;Nurgle&#039;&#039;&#039; models (even himself), albeit only on 6+. Finally, his Command doubles the Move of a Pusgoyle Blightlords unit. All in all, he&#039;s just good. He provides good support, especially to the Pusgoyles, he deals a ton of Wounds, both Mortal and otherwise, he&#039;s fast and tough and thanks to the &#039;&#039;&#039;Daemon&#039;&#039;&#039; keyword he can trigger Locus effects as well. However, when playing him, remember that for 40 points more, you could have gotten a Maggoth Lord instead (which honestly isn&#039;t flattering to the Maggoth Lords at this point).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Harbinger-of-decay.pdf Harbinger of Decay]:&#039;&#039;&#039; (MORTAL, ROTBRINGER, 160pts) Decently killy and with a one-use ability that can cause extra Mortal Wounds. However, despite the mount, his Movement is stuck at 7&amp;quot;. He makes up for that with his Command Ability, though, since he basically projects Disgustingly Resilient to all Mortal Nurgle units within 7&amp;quot;. Another thing to consider: Thanks to his Mount, he has the DAEMON keyword. His mount lets make him a useful utility hero as he can move relatively quickly to shore up Mortal Nurgle units with his command ability, while also letting him trigger Daemons&#039; Locus abilities, as those only need a &#039;&#039;&#039;NURGLE DAEMON HERO&#039;&#039;&#039; to trigger. Let him run after your Plague Drones, which he can keep up with, and suddenly your Fly Riders deal a bunch of Mortal Wounds in addition to their normal damage.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_eng.pdf  Lord of Chaos]:&#039;&#039;&#039; (STD 110pts) Cheaper and more killy, with a decent command ability to boot. This has come at the cost of the amazing 2d6 damage ability and is no longer able to ascend to Daemonhood automatically on killing the enemy general (let&#039;s face it though, how often did that happen?). Don&#039;t send him alone against characters more expensive than he is, or he will die. The increased rend and attacks values will mean he&#039;s good at killing line infantry and when to send alongside another unit he won&#039;t auto-bounce against characters like he used to. Side modeling note, the option to take a flail can be achieved by taking the Chaos Chosen off of a Chaos Chariot and basing him and using his as a Chaos Lord, the jury is still out on whether this is official or not.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Demonic_Mount_eng.pdf Chaos Lord on Demonic Mount]:&#039;&#039;&#039; (STD Daemon 170pts) Your budget (for a Slaves to Darkness character) mounted Lord, and also can double dip into Daemon and Mortal equipment.  With the new update, cursed Warhammer now has the potential of mortal wounds on 6s to hit, with the added bonus of healing d3 wounds for killing whelps with your big mallet. Also great for other Slaves to Darkness units as his command ability only affects the mounting options but provides a re-roll to their charge and +1 to hit.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Karkadrak_eng.pdf Chaos Lord on Karkadrak]:&#039;&#039;&#039; (STD 250pts) The new mounted lord has arrived, and he rode in style as a fully plastic kit. How does this character scream build around? Movement 9&amp;quot;, 9 wounds and the always welcomed 3+ save, this lord on battle lizard loves keeping up with his fellow cavalry and bring nothing short of utter destruction. Without any adages, this character boasts no less than 13(!) attacks across 4 profiles, has mortal wound potential both on the charge and with his sword, and can heal with his attacks with his big axe. Sporting classic mortal wound protection that Slaves to Darkness units are spoiled with, and the same command ability as his horse-riding brethren, he is an excellent pick for a Slaves focused army. Pair him with some Chaos Knights or Chariots and reap all the skulls you can.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Manticore_eng.pdf Chaos Lord on Manticore Chaos Lord on Manticore]:&#039;&#039;&#039; (Behemoth STD, 280pts) Chaos Lord on Manticore: The Lord on Manticore can have a choice between Flail and Sword, with the Sword being better in most circumstances and a choice between Runeshield, Daggerfist, and Lance. The Lance might be awesome, but since everyone and their grandma will be gunning for your Manticore, the 5+ save against Mortal Wounds might be the best choice.  Ironically enough, the Manticore itself is actually less damaging than the Lord on it, but it does provide some nice special rules, such as rerolls of 1 To Hit against Monsters for its Claws and Jaws attacks and always rerolling when attacking units in your side of the field. His Command Ability allows a unit of Chaos Warriors within 15&amp;quot; to reroll charge, wound, and Battleshock rolls.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Sorcerer.pdf Sorcerer]:&#039;&#039;&#039; (MORTAL, ROTBRINGER, 120pts) Formerly &#039;&#039;&#039;Rotbringer Sorcerer&#039;&#039;&#039; Has access to the unique spells of both &#039;&#039;&#039;ROTBRIGNERS&#039;&#039;&#039; and &#039;&#039;&#039;MORTAL NURGLE&#039;&#039;&#039;. The Sorcerer fits into many of the Maggotkin battalions but the new Chaos Sorcerer Lord is now 10pts cheaper and has a better move/save/melee profile (though Chaos Sorcerer Lord warscroll abilities/spells now only affect Slaves to Darkness units).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Sorcerer_Lord_eng.pdf Chaos Sorcerer Lord]:&#039;&#039;&#039; (STD 110pts) Yes. You owe it to yourself to at least check this guy out. While he is utter crap in combat, he can be amazing at support. First, without even casting anything, he can let one Slave to Darkness unit per turn re-roll saves. Then, when he casts, he has a unique spell that provides rerolls To Hit, To Wound and to their saves for a friendly Slaves to Darkness unit in addition to STD endless spells. Just keep him away from the fighting and let Him strengthen your front line. With the new points cost reduction, he could still be a valuable tool for casting some of the Mortal Nurgle Spells.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Sorcerer_Lord_on_Manticore_eng.pdf Chaos Sorcerer Lord on Manticore]:&#039;&#039;&#039; (Behemoth STD, 260pts) Blessed with the same awesome &amp;quot;reroll saves&amp;quot; ability as the normal Lord, this here rides a Manticore, who is just as killy as the one the normal Lord gets. Additionally, the Sorcerer Lord gets the Wind of Chaos spell, which is potentially devastating.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Exalted_Hero_of_Chaos_eng.pdf Exalted Hero of Chaos]:&#039;&#039;&#039; (STD 90pts) A guy with a random flurry of axes with the ability to attack twice in the turn he charged, and when he kills a Hero or a Monster he heals. Skip, you have consistent fighters.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Plague_Priest.pdf Plague Priest]:&#039;&#039;&#039; (Pestilens 80pts) Your standard skaven hero. Gets an extra attack on the charge because of PESTILENS. no longer a buffing priest, he now only has two damage Prayers and deals more mortal wounds after combat.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Plague_Priest_Plague_Furnace.pdf Plague Priest on Plague Furnace]:&#039;&#039;&#039; (Behemoth Pestilens 200pts) It&#039;s 3 Plague Monks with a Plague Priest on a huge censer-thing. It can&#039;t move its 6&amp;quot; unless within 6&amp;quot; of 10 or more friendly Skaventide models and it makes 2D6 attacks with Rusty Wheels and Spikes instead of D6 when it charges. It stops battleshock for Skaventide and it damages all the non-&#039;&#039;&#039;Clans Pestilens&#039;&#039;&#039; units that approach it. The Plague Priest on it gets different prayers, boosting Pestilens units either by giving them +1 weapon attacks or by allowing them to reroll wounds. It&#039;s clearly a centerpiece. It will pack a punch thanks to the Censer, but it needs Plague Monks to push it around and pushing stuff around and not charging is something Plague Monks with their awful survivability really don&#039;t like to do. On the other hand, the Monks do very much like those tasty tasty buffs.&lt;br /&gt;
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====Beasts Of Chaos====&lt;br /&gt;
&#039;&#039;Must be used in the Pestilent Throng battalion to be included without being allies&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-beastlord-en.pdf Beastlord]:&#039;&#039;&#039; Meh, good at taking Hero challenges but to be honest your better off with a Shaman or Doombull. 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.&lt;br /&gt;
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*&#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; Magic Goat. 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. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doombull-en.pdf Doombull]:&#039;&#039;&#039; 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;
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*&#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; 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;
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===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-putridblightkings-en.pdf  Putrid Blightkings]:&#039;&#039;&#039; (Mortal, Rotbringer, Min:5 max:20 140/500pts)The super-hardy infantry Glottkin gave us. Same profile as a Skullreaper but with one more Bravery and Wound (yes, 4 Wounds for each!) and an almost identical weapon. Their shtick? If they score a 6 To Hit, you don&#039;t hit once. You hit D6 times. Yes, they don&#039;t have Rend on those weapons, but with that many hits, you don&#039;t need it. Did we mention they are obscenely tough?  There&#039;s not much else in the game that boasts 21 wounds with a 4+ save at the same point cost.  Even more &#039;&#039;&#039;FUN*&#039;&#039;&#039;, every unit within 3&amp;quot; of them (including themselves) rolls a D6 in your Hero Phase. On a 6, they take D3 mortal wounds. Unless that is, they have the Nurgle keyword, in which case they heal D3 wounds instead. Make sure you let multi-wound Nurgle stuff hug your Blightkings and you&#039;re golden. Also remember that this affects &#039;&#039;Nurgle&#039;&#039; units, not Mortal Nurgle. Chaos Lord of Nurgle? Great Unclean One? Plague Furnace? All of them can be healed by the aura these guys have. Generally though, unless you&#039;re counting on stacking auras with Blightkings and Nurgle&#039;s Rot, this is more of a gimmick. Just use these as powerful infantry, leave the healing to Festus. If even just half of your Blightkings make it into melee, they will earn back their cost and then some, so just make sure you get them there.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-plaguebearers-of-nurgle-en.pdf Plaguebearers of Nurgle]:&#039;&#039;&#039; (Deamon Min10, Max:30 110/300pts.) Basic Nurgle troop. Really hard to kill but not so good in melee (average of 0,33 damages). Take 30 in every unit to make them harder to be hit. Reroll 1s in save rolls with Daemon Heroes of Nurgle nearby, which makes them a fantastic bubble wrap for any of the Nurgle Heroes. Keep in mind they actually got a small price bump to 120 for 10. When taking them, remember you could have gotten twice that many Marauders.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Warriors_eng.pdf Chaos Warriors]:&#039;&#039;&#039; (STD Min5, Max:30 90pts.) We can&#039;t talk about the Maggotkin without talking about Nurgle-marked Chaos Warriors. The fact that you can get five of them for a measly 100 points makes them an incredibly effective Battleline unit. Toss in two such squads followed by a big blob of Blightkings, and you had your Battleline for 2000 points over and done with. Especially with the price bump that Plaguebearers have gotten, small squads of Chaos Warriors as backfield objective campers are a perfectly viable strategy. &#039;&#039;Additionally,&#039;&#039; if ran in a 25-30 man unit (they come in denominations of 5 for some reason), these guys can be strung across a field to make a giant wall of &amp;quot;fuck you&amp;quot;. If hit by your Lord of Blight&#039;s command ability, this wall of warriors becomes significantly harder to hit (-1 to hit in CC and -2 to shoot, meaning if your enemy&#039;s gunline hits on 5&#039;s, your warriors are practically invisible to them, as they are now hitting on 7&#039;s). This is a viable tactic for bringing slower Blightkings and Maggotkin characters to your enemy&#039;s front line, as your blight kings are roughly the same height as a Warrior, and therefore most players won&#039;t argue that they can shoot between your warrior wall when also combined with the logic that the warriors are clouded by flies. However, this tactic is expensive and will cost you 620 points (30 warriors + Lord of Blights).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauders_eng.pdf Chaos Marauders]:&#039;&#039;&#039; (STD Min20, Max:40 160pts.) When marked as Nurgle, these make a great Battleline unit for your purposes that alway make an 8&amp;quot; charge. Grab a big squad of them, add &#039;&#039;Blades of Putrefaction&#039;&#039; and watch them dish out a rather obscene amount of Mortal Wounds or just buff them with &#039;&#039;Fleshy Abundance&#039;&#039; to make into a hilariously tough tarpit. And if you really hate the models, you can always convert up some Poxwalkers.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Pusgoyle-blightlords.pdf Pusgoyle Blightlords]:&#039;&#039;&#039; (Conditional Battline: Lord of Afflictions as your general,  Daemon, Mortal, Rotbringer, Min:2 max:12 190pts) To be quite honest, these don&#039;t really add much to basic Plague Drones. They are more expensive and are tougher, but while killier per model, they are less damaging point-for-point than Plague Drones. Honestly, their only saving grace is their ability to become Battleline, thus providing you with a frankly obscenely tough Battleline choice that moves quite fast for Nurgle&#039;s low standards.&lt;br /&gt;
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=====Beasts Of Chaos=====&lt;br /&gt;
&#039;&#039;Must be used in the Pestilent Throng battalion to be included without being allies&#039;&#039;&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; (Min:10 max:30 70/200pts)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.&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; (Min:10 max:40 60/200pts) Weaker Save than Gors and weaker size bonuses. 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;
**Nurgle already has good screening and objective sitters in the form of Plaguebearers, and Plague Monks fill the 2&amp;quot; range hammer horde role far better. I&#039;d suggest skipping these. If you really want a goat horde for objective sitting, go with Gors instead.&lt;br /&gt;
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===Other Units===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-bile-troggoths.pdf Bile Troggoths]:&#039;&#039;&#039; (Min:3 Max:12 180/540pts) While their vomit attack is short ranged (a fitting 7&amp;quot;) it&#039;s perfect for melting through the armor of heavy infantry and cavalry as well as monsters, and can even help thin out infantry hordes in a pinch. All in all, these can deal a lot of damage very quickly, especially when getting buffed by a Chaos Sorcerer Lord, but their overall reliance on having a babysitter along really hurts them. Also, it doesn&#039;t help that they cost a lot more points than Blightkings for a lot less oomph. But hey, at least they have Rend.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-daemon-plague-toads.pdf Daemon Plague Toads of Nurgle]:&#039;&#039;&#039; (Battleline in Tamurkhan’s Horde army Daemon Min:3 Max:12 120/400pts)) An odd little unit that&#039;s packing a weak and short-ranged shooting attack, a chance to generate more close combat attacks on the roll of a 6, 4 wounds each, and a special 4+ save against Mortal wounds. Crucially, they&#039;re also one of the faster units in the army, having a move of 7&amp;quot; as opposed to 5&amp;quot;. They have some use as a tarpit, but if you&#039;ve been reading this guide so far you know that packing a lot of wounds isn&#039;t a problem for you. They&#039;re also largely overshadowed by...&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-daemon-pox-riders.pdf Daemon Pox Riders of Nurgle]:&#039;&#039;&#039; (Daemon Min:3 Max:12 200pts)Adding a Plaguebearer to a Plague Toad leaves them with FIVE wounds each, which already makes them superior to the above. When coupled with the same saves as above, the ability to re-roll saves of a 1 if wholly within 14&amp;quot; of a Nurgle Hero (Epedimius is good for this) and an additional-1 to hit modifier against shooting attacks directed at them, you pretty much have no reason to ever take Plague Toads unless you&#039;re using the Leaping Pox formation. Something worth considering is summoning 3 for 21 Contagion Points. The same applies for Plague Toads, but you&#039;ll never bother with that either unless you have no more Pox Rider models available. though strangely they do not have disgustingly resilience like all other nurgle daemons, instead they have a 4+ against mortal wounds same as the above unmounted toads. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Chariots_eng.pdf Chaos Chariots]:&#039;&#039;&#039; (STD Min1, Max:3 120pts.) Pretty fast and uncharacteristic of Nurgle, since they always move 12&amp;quot; and once per game Run &amp;amp; Charge. Other than that, it&#039;s a chariot. They have a better chance to inflict more moral wounds the better the charge roll. No, you take these because for 120points, they give you 7 Wounds at a 4+ Save that are fast enough to tie enemy shooters up and tough enough to keep them tied up all game long. Also remember that, since they are used in units of one or more if you play them all as separate units, every Chariot gets an Exalted Charioteer.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Gorebeast_Chariots_eng.pdf GoreBeast Chariots]:&#039;&#039;&#039; (STD 150pts) a lot slower then a normal Chariot but inflicts Motal wounds to clumped up enemies and they replace the horse with a big monster that will deal more damage especially if you get an unmodified charge roll of 8+. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Gorebeast_Chariots_eng.pdf Chaos Chosen]:&#039;&#039;&#039; (STD Min5, Max:20, 140pts.)  Warriors with +1 Ld and armed with Great Weapons, which is basically a Protector&#039;s Halberd without the cool special rules. What&#039;s so special about Chosen, then? If they kill at least one model in combat, all other Slaves to Darkness reroll To Wound until the end of the phase. This is pretty devastating and nowhere does it say that multiple Chosen squads can&#039;t affect each other with this. So a good way to look at Chosen is as a potential buffing unit with high damage potential. Do remember than they only buff &#039;&#039;Slaves To Darkness&#039;&#039; though, so unless you&#039;re going heavy on those and light on all other Nurgle goodies, maybe better skip them.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauder_Horsemen_eng.pdf Chaos Marauder Horsemen]:&#039;&#039;&#039; (StD Min5, Max:30 90pts.) This unit is the speed and range that your Nurlge army severely lacks. They are a cheap, fast screening unit that will either very quickly cap objectives, or will keep your enemies on their toes with a 9&amp;quot; Javelin attack that shoots &#039;&#039;twice&#039;&#039; and can be used as a 2&amp;quot; melee weapon to jab between friendly models when they&#039;re in combat. This makes them extremely lethal if used properly, as they have a 21&amp;quot; threat range, and using Feigned Flight, they can &#039;&#039;Shoot&#039;&#039; &#039;&#039;&#039;AND&#039;&#039;&#039; &#039;&#039;Charge&#039;&#039; in the same turn in which they retreat. They also add 1 to hit when 10+ strong and with the Damned Icon&#039;s -1 bravery, making them a brutally effective screener (when used competently). Just make sure that you keep them out of reach of enemy melee or cavalry.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Knights_eng.pdf Chaos Knights]:&#039;&#039;&#039; (StD Min5, Max:20, 180pts.)These boys should be kept as an intercept unit for enemy cav, or for unprotected characters. If ran together with Marauder Horsemen, they become a lot more effective, as these guys will tank damage for your actual screeners. Overall not as practical as your Marauder Horsemen, but can still stand toe-to-toe with most of your enemies cav options, even if they do suicide by doing it. Extremely recommended running these guys with their Glaive instead of Ensorcelled Weapon option, as they gain rend when they charge, whereas Ensorcelled Weapons have no rend, ever.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Varanguard_eng.pdf Varanguard]&#039;&#039;&#039;: (Min:3, Max:12, 300pts) Supper Warriors lent out by Archaon. They are giant chaos knights with 5 wounds 3+ armour and ignore magic on a 5+, able to Fight twice once per game and get +1 to hit if you have Archaon. Each model can be armour with an Ensorcelled Weapon for consistency, Fellspear to overcome bigger Armour saves, or Daemonforged Blade can more inflict Damage and MW with good RNG.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-plague-drones-of-nurgle-en.pdf Plague Drones of Nurgle]:&#039;&#039;&#039; (Daemon Min:3 Max:12 190pts) Your flyers. Their 8&amp;quot; movement sounds promising, but since they are almost the only Nurgle unit with a missile weapon, they will rarely run, so the movement evens out. The missile weapon is rather meh, but combined with the 5 (!) assured attacks per Plague Drones, it adds up. They also hold the distinction of being ridiculously tough to kill, especially with a Banner or two. Make sure to keep a Daemon Hero of Nurgle close to them for that sweet +1 attack with all weapons (yes, including the Death&#039;s Heads)). With &#039;&#039;&#039;Droning Guard&#039;&#039;&#039; these guys can be pretty crazy. With their pre-game move and proper Gnarlmaw positioning these guys can get a first turn charge with an absolute boatload of attacks (you can keep a Lord of Afflictions nearby as the Daemon hero to trigger their Locus and hit them with the GUOs command ability for another +1 attack, for 11 attacks, 3 being multi-damage, per model). &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Skaven_Warscroll_card_Plague_Monks.pdf Plague Monks]:&#039;&#039;&#039; (Pestilens, Min:10 Max:40 80/280pts) The antithesis of the normal Nurgle style with a horde of suicidal Plague rats. They have barely protection but make up for it in raw damage potential dealing MWs and Generating a lot of attacks that can go further with spells and other Pestilens ability. take pared blades for smaller units of 25 while Woe-staves let most of them hit in units of 40. Plague Monks make up a cheap hammer after you get your holding Battline. They will die quickly and you have no way to raise models, so use your Plague trees and &#039;&#039;At the double&#039;&#039; to slingshot straight into combat.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Plague_Censer_Bearers.pdf Plague Censer Bearers]:&#039;&#039;&#039; (Pestilens Min:5 Max:20 60pts) Get an extra attack when charging, deal a mortal wound to every non-Clan Pestilence unit within 3&amp;quot; on a 4+ during your hero phase, and can reroll hits and Battleshocks if they&#039;re within 13&amp;quot; from a Plague Monk unit. Basically, Censer Bearers on their own are nigh useless, but with proper support, they are even deadlier wound-per-wound than Plague Monks. The best use for these is swinging over the top of a line of Plague Monks. Yes, you won&#039;t be getting that charge bonus but these are too expensive point for point to be throwing away like, well, Plague Monks.&lt;br /&gt;
**Remember, their only Clan Pestillens units are immune to their Poisonous Fumes ability, so be careful positioning them too close to your non-Skaven units.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-plague-ogors.pdf Plague Ogors]:&#039;&#039;&#039; (Battleline in Tamurkhan’s Horde army Daemon Min:3 Max:12 160/560pts) These guys want to be charging to get the most out of their abilities. They hit like a ton of bricks with their re-rolls on the charge, ability to deal out d3 Mortal Wounds enemies within 3&amp;quot;, and surprisingly high bravery of 7.  They can also ignore wounds that would kill them on a 5+, decent against hit taking a few lucky hits but unlikely to protect you for long against the average the hail of metal and Magic the average player would use. Only use these for flavor. Now that Blightkings have been buffed to 4 Wounds each, they&#039;re tougher, killier and have a smaller footprint than Plague Ogors for fewer points per model.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Nurglings.pdf Nurglings]:&#039;&#039;&#039; (Daemon Min:3 Max:12 80pts) These things are interesting. Only a 6+ Save with no Disgustingly Resilient insight, but they heal every wounded model at the end of the turn. Yes, the opponent either does 4 Wounds on them, or it was for naught. They also have 5 attacks with bad Hit and Wound rolls, but if you manage to inflict a wound they&#039;re likely to do 1 mortal wound after a 2+ roll. So, you have a unit that deals very little actual damage but is amazing at making the opponent dedicate unreasonable amounts of resources to removing them because shockingly, their 5&amp;quot; move makes them rather fast for Nurgle. They can also outflank, which means they can be a thorn in the opponent&#039;s side (and deployment zone) from turn 1. What&#039;s that? You get 3 contagion points if you have models in your opponent&#039;s territory? Oh dear, EVEN more incentive for your opponent to get rid of the little bastards, lest they drown you in contagion points and thus him in Gnarlmaws.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Beasts-of-nurgle.pdf Beasts of Nurgle]:&#039;&#039;&#039; (Daemon Min:1 Max:6 70pts) Fair warning, your opponent is going to hate you for playing these. 7 Wounds and Disgustingly Resilient make for some tough buggers. Additionally, they can run and charge, so they&#039;ll be in his face, tying up his favorite units, much faster than he&#039;d like. Their Slime Trail lets them do Mortal Wounds when Falling Back and they can charge right after falling back. Yeah, you can see where this is going. They&#039;ll deal tons of damage without ever giving your opponent the chance to get away. Also, since each unit of the Beasts deals Mortal Wounds individually, a couple of lone Beasts will drive your opponent mad. Get even better with a &#039;&#039;Nurgle Daemon Hero&#039;&#039; along, as they gain a flat +1 Damage on all their attacks, which makes them absolutely tear through low-Save units.&lt;br /&gt;
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=====Beasts Of Chaos=====&lt;br /&gt;
&#039;&#039;Must be used in the Pestilent Throng battalion to be included without being allies&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bestigors-en.pdf Bestigors]:&#039;&#039;&#039; (Min:10 max:30 120/300pts) Elite Gors in heavy armour. 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 ORDER units. Spells and command abilities can buff them even more, to the point of being overkill.&lt;br /&gt;
**Unlike most Nurgle units, Bestigors have rend, making them a good choice against armies with good saves. While not being proper hammer units, Bestigors are great at clearing out the enemy screens and weaker infantry, so your Blightkings can focus on other enemy units. If you can handle the points, these are the guys you want to take to fill any remaining slots in the battalion. Gors and Ungors are outclassed by Plaguebearers. Best taken in units of 10 due to their base sizes.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Bullgors.pdf Bullgors]:&#039;&#039;&#039; (Min:3 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 give +1 respectively to charge rolls and Bravery for each enemy unit within 12&amp;quot; from 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;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dragon-ogors-en.pdf Dragon Ogors]:&#039;&#039;&#039; (Min:3 Max:12 140pts) 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;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ungor_Raiders.pdf Ungor Raiders]:&#039;&#039;&#039; (Min:10 Max:40 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. 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!). in a melee-centric and focused faction that can quickly get into melee, missiles will be taken out of you horde budget, can damage distant enemies while holding objectives.&lt;br /&gt;
*Keep in mind that Blades of Putrefaction can be cast onto &#039;&#039;any friendly unit&#039;&#039;. Grab a unit of 30 of these bad boys and watch the mortal wounds rain down from 18&amp;quot; away.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-centigors-en.pdf Centigors]:&#039;&#039;&#039; (Min:5 Max:20 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;
&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 Max:4 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.&lt;br /&gt;
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===Behemoths===&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Soul_Grinder_eng.pdf Soul Grinder]:&#039;&#039;&#039; (StD, Daemon, 210pts) Ever wanted a beast that can throw ranged shots AND be great in melee? This daemon might be for you. Same price as a Daemon Prince but with less special abilities. It makes up for it by giving you a boatload of attacks for very good damage. Two ranged attack profiles, one at 20&amp;quot; and six at 16&amp;quot;, the 20&amp;quot; does flat 3 damage the rest do 1 damage. CC has six attacks for 1 damage each, 1 attack -2 Rend for D6 damage, and either: two attacks -2 Rend flat 3 damage, OR 4 attacks -1 Rend D3 damage. Big, ugly, and killy, he fills the hammer role. The biggest downside for it is the most 4+ to hit. And since it is a Daemon, it can&#039;t benefit from CSL Demonic Power spell or the Warshrine. But at 16 wounds and a 4+ save, you can probably find a spot in the army. Plague Drones and Great Unclean Ones do good damage, but this guy will run roughshod through units and put out good ranged shooting simultaneously. Bonus points if you manage to hit him with Stream of Corruption from a Great Unclean One and heal him while the opponent cries.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Warshrine_eng.pdf Chaos Warshrine]:&#039;&#039;&#039; (StD, Priest, 170pts) Yes, the Warshrine does not count as a War Machine. If you play with caps on Heroes, Monsters and War Machines, this is a huge advantage. What it does is pretty cool, too. First, it has an Aura that grants Mortal units (almost everything Chaos that isn&#039;t a Skaven or a Daemon) an additional 6+ save after their normal save. It can also pray for buffs to Mortal units.  God. The favor of Nurgle allows to reroll 1s To Wound, but if the unit it&#039;s used on is Nurgle, you can instead re-roll all failed To Wound rolls. Also of note is the fact that this thing can easily hold its own in combat with a monster-like profile and a bunch of strong attacks. Awful Rend, yes, but they plow through low armor tarpits like nobody&#039;s business.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-gigantic-chaos-spawn.pdf Gigantic Chaos Spawn]:&#039;&#039;&#039; ()A strong but unreliable monster burdened with random movement, random attacks, and regeneration. He can put out a fair amount of damage with a mix of its tongues and maws, and has 12 wounds and has a good chance to regenerate and possibly gain more wounds each turn. It&#039;s worth remembering that he can be given any Chaos God as a keyword, which opens up amusing possibilities like running a Khornate Spawn alongside a Bloodsecrator.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos War Mammoth:&#039;&#039;&#039; (StD, 320pts)This monster has 22 wounds and a 4+ save! All of his attacks cause at least D3 wounds, making it an exceptional monster-killer when at full strength. Its real strength lies in supporting a Marauder charge, however - as well as imposing -2 to any Battleshock tests to any unfortunate unit that gets charged, the Mammoth can also help Marauder or Marauder Horsemen get in a little extra movement and increase their damage output in combat. Wounding and even killing this thing just makes it cause more damage. If you&#039;re playing with a big Chaos horde then there&#039;s no finer feeling than running this guy into the enemy&#039;s biggest and toughest-looking infantry blob, although expect a few dirty looks for doing so. Keep in mind that he doesn&#039;t like magic missiles or war machine fire, however.&lt;br /&gt;
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====Beasts Of Chaos====&lt;br /&gt;
&#039;&#039;Must be used in the Pestilent Throng battalion to be included without being allies&#039;&#039;&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;
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*&#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 model 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;
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===Warmachine===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Plagueclaw.pdf Plagueclaw Catapult]:&#039;&#039;&#039; (160pts)It&#039;s an indirect firing war machine. You know those. They have a nice range and can stand waaay back. Brutal against big hordes, lame against Monster/Heroes, and subtracts 1 from the target bravery. An average war machine when used to it&#039;s fullest potential, and a terrible one when not.&lt;br /&gt;
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===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Feculent-gnarlmaw.pdf Feculent Gnarlmaw]:&#039;&#039;&#039; The cornerstone of your army. No, not really, this isn&#039;t Sylvaneth. While these creepy trees are useful, they are by no means mandatory. If you&#039;re within 7&amp;quot; of them in the Charge Phase, you can run and charge. This doesn&#039;t really help you get out of your territory, but if enemies are standing close to them, you can reach them very quickly. They also, in good Nurgle tradition, deal damage to non-Nurgle units around them. Keep in mind that this only activates once no matter how many Gnarlmaws the opponent is close to, so no making one big grove that melts entire units. Still, a Mortal Wound here and there, while also making you run and charge, is pretty amazing for the low cost of some of those contagion points you&#039;ll generate automatically.  But they also generate corruption points, meaning it will take less time to summon in more gribbly goodness.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.&lt;br /&gt;
;Blight Cyst (&#039;&#039;Found in Chaos Battletome&#039;&#039; - &amp;quot;Maggotkin of Nurgle&amp;quot; - 140pts min. 700pt., max. 4120pt.):  &#039;&#039;A Lord of Blights takes 3 units of Blight Kings, up to 6 max. May take a Harbinger of Decay and 0 to 1 sorcerer.&#039;&#039;&lt;br /&gt;
Blight Kings gain Rend -1, &#039;&#039;all&#039;&#039; Blight Kings within 3&amp;quot; of your Lord of Blight can shoot his death heads (instead of the default single unit), and nobody benefits from being in cover from attacks made by this Battalion.&lt;br /&gt;
This is the bread and butter of a Nurgle Mortal Army. Blight Kings are fun on their own, but with the addition of rend on all of their attacks, the Blight Kings become a pretty nasty opponent for anything that likes to wear armor. Especially potent if your Lord of Blights takes the artifact &#039;&#039;&#039;Rustfang&#039;&#039;&#039; which &#039;&#039;permanently&#039;&#039; reduces a target unit&#039;s Save by -1 for &#039;&#039;the rest of the game&#039;&#039;, and it can be used &#039;&#039;twice&#039;&#039; per turn (at the beginning of YOUR and YOUR OPPONENT&#039;S combat phase). If you take a Sorcerer with Cloying Quagmire, this becomes a ferocious anti-armor battalion, and will munch the everloving shit out of Stormcast.&lt;br /&gt;
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;&#039;&#039;&#039;Plague Cyst&#039;&#039;&#039; (&#039;&#039;Found in Chaos Battletome: &amp;quot;Maggotkin of Nurgle&amp;quot;, 140pts min. 840pt., max. 4120pt.&#039;&#039;): &#039;&#039;A Lord of Plagues takes 3 Units of Blight Kings, up to 6 max. May take a Harbinger of Decay and 0 to 1 Sorcerer.&#039;&#039;&lt;br /&gt;
Units from the battalion (i.e Blightkings) reroll failed to hit rolls rather than the vanilla reroll 1s to hit from the Wanton Slaughter ability from the Lord of Plagues, they still have to be within range to use this though. In addition, they dish out D3 mortal wounds to every enemy unit within 3&amp;quot; of them on a 6+. If you plan on taking some big &#039;ol blobs of Blight Kings and making this battalion a 2000pt army on its own, it becomes the AoS Equivalent of spamming Terminators in 40k. The rerolling all failed hit rolls is kinda a big deal, as you&#039;re squeezing out every drop of effectiveness from your rendless Blight Kings who are relying purely on their bulk damage and exploding 6s. Rerolling failed hits also gives you more chances for exploding 6s. A unit of 5 Blight Kings is usually getting 20-25 attacks per turn factoring in exploding sixes. This &amp;quot;reroll all failed hits&amp;quot; ability has been able to squeeze this to 30+, which is double their base attacks value of 15. This is a very lethal tactic for facing down horde armies with very weak armor saves.&lt;br /&gt;
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;Affliction Cyst (&#039;&#039;Found in Chaos Battletome: &amp;quot;Maggotkin of Nurgle&amp;quot;, 140pts min. 1100pt., max. 8360pt.&#039;&#039;): &#039;&#039;A Lord of Affliction takes 3 Units of Blight Lords, up to 6 max.&lt;br /&gt;
The command ability of the Lord applies to all units in this battalion, not just one, and you can deep strike as many units you want from this battalion and have to set them up at the end of your first movement phase more than 9 inches from an enemy unit. Unless your planning on building your army around Blight Lords this really ain&#039;t worth it, since one half of the benefits require the Lord of Affliction to be your general which is only useful if you build your army around the bug knights.&lt;br /&gt;
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;Blightguard (&#039;&#039;Found in Grand Alliance: Chaos - -pts min. 1020pt., max. 3080pt.&#039;&#039;): &#039;&#039;A Lord of Plagues and a Rotbringers Sorcerer take 4 units of Putrid Blightkings.&#039;&#039; &lt;br /&gt;
Everyone can reroll every 1 to wound and gets a permanent -1 to hit (shooting and combat) debuff to attackers. Note that the Rotbringer Sorcerer warscroll has been renamed to Sorcerer, which arguably falls foul of the FAQ&#039;d &#039;unit name&#039; requirement for battalions. (Anyone know if this is still legal in Matched Play?)&lt;br /&gt;
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;Blighted Warband (&#039;&#039;Found in &amp;quot;Realmgate Wars&amp;quot; - min. 940pt., max. 3100pt.&#039;&#039; &#039;&#039;&#039;Realmgate Wars Battalions are illegal in Matched Play&#039;&#039;&#039;): &#039;&#039;A Lord of Plagues takes 4 units of Putrid Blightkings and 2 Chaos Spawn.&#039;&#039; &lt;br /&gt;
All enemies have a penalty to hit against these units, and have a chance to ignore (mortal wounds).&lt;br /&gt;
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;Torglug&#039;s Foulblessed (&#039;&#039;Found in &amp;quot;Balance of Power&amp;quot; - min. 640pt., max. 2260pt.&#039;&#039; &#039;&#039;&#039;Realmgate Wars Battalions are illegal in Matched Play&#039;&#039;&#039;): &#039;&#039;A Lord of Plagues 3 units of Putrid Blightkings.&#039;&#039;&lt;br /&gt;
The Lord re-rolls to wound, and gains additional damage to his weapon, and heals an additional wound. The Blightkings get a minor bonus to save rolls if they are near the Lord, and are immune to Battleshock if within LoS.&lt;br /&gt;
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;Bloab&#039;s Swarmbrothers (&#039;&#039;Found in &amp;quot;Godbeasts&amp;quot; - min. pt., max. pt.&#039;&#039; &#039;&#039;&#039;Realmgate Wars Battalions are illegal in Matched Play&#039;&#039;&#039;): &#039;&#039;Bloab Rotspawned takes some friends, meaning 2 units of Putrid Blightkings and 2 units of Plague Drones.&#039;&#039;&lt;br /&gt;
Bloab can choose to deflect damage onto his minions (on a 4+), and enemy units recieve a -1 to wound when near the battalion&lt;br /&gt;
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;Nurgle&#039;s Deluge (&#039;&#039;Found in &amp;quot;The Quest for Ghal Maraz&amp;quot; - min. 680pt., max. 1940pt.&#039;&#039; &#039;&#039;&#039;Realmgate Wars Battalions are illegal in Matched Play&#039;&#039;&#039;): &#039;&#039;Morbidex Twiceborn, a unit of Blightkings and 3 units of Nurglings.&#039;&#039; &lt;br /&gt;
The nurglings can &#039;rain&#039; onto the battlefield, and do damage in the shooting phase for each unit &#039;rained&#039; unto the battlefield.&lt;br /&gt;
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;Nurgle´s Menagerie (&#039;&#039;Found in Chaos Battletome - &amp;quot;Maggotkin of Nurgle&amp;quot; - 180pts min. 720pt., max. 4660pt.&#039;&#039;): &#039;&#039;Horticulous Slimux, 3 units of Beasts of Nurgle. You may also take between 0-3 units of any combination of Plague Drones, Beasts of Nurgle or Nurglings.&#039;&#039;&lt;br /&gt;
Horticulous Slimux can use his Cultivating the Garden of Nurgle ability in &#039;&#039;&#039;EACH&#039;&#039;&#039; of your hero phases instead of only once per battle. In addition, when he does so, the Feculent Gnarlmaw can be set up within 3&amp;quot; of any unit from this battalion instead of being set up within 3&amp;quot; of Horticolous Slimux. The enemy subtracts 1 from the Bravery characteristic while within 14&amp;quot; of 7 or more models from this battalion.&lt;br /&gt;
This is a serious money-grabber battalion due to the number of trees you need to buy. However, it does generate a lot of contagion points, over a couple of turns, thus forcing you to buy EVEN more Daemons and Gnarlmaws. That said, it IS effective since Beasts are plenty of scary already and the trees can practically blanket the board by the end.&lt;br /&gt;
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;Thricefold Befoulment (&#039;&#039;Found in Chaos Battletome - &amp;quot;Maggotkin of Nurgle&amp;quot; - 60pts min. 1140pt., max. 1320pt.&#039;&#039;): &#039;&#039;Three Great Unclean Ones of any type, including Rotigus and Exalted Great Unclean Ones.&#039;&#039;&lt;br /&gt;
Reroll hit rolls of one when within 14&amp;quot; of another unit in this battalion, and wound rolls of one when within 14&amp;quot; of two units from this battalion. In addition, Plague Wind does 2d3 wounds if cast within 7&amp;quot; of another model from this battalion, and 3d3 if cast within 7&amp;quot; of two models from this battalion. &lt;br /&gt;
Expensive but powerful. Give Bileblade and Tome of a Thousand Poxes to whoever&#039;s on Plague Wind duty, if not to guarantee it then to stop the inevitable unbinding attempts. Note that this does not increase the healing this spell does. &lt;br /&gt;
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;Pestilent Throng (&#039;&#039;Found in Beast of Chaos 200pts, Min 470.pt. Max -pt.)&#039;&#039;: &#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 Nurgle Keyword and when one of the Battalion units are destroyed, enemy units within 7&amp;quot; take a mortal wound on a 2+. Faster than most Nurgle Choices, Letting them Rush into melee faster to make use of use of Nurglish melee buffs and mortal wound abilities. Bullgors are a faster alternative to Plague Orgors.&lt;br /&gt;
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;Tallyband of Nurgle &#039;&#039;(160 pts, Min 790.pt. Max 7420 pt.)&#039;&#039;: &#039;&#039;0-1 GUO,1-3 heralds of Nurgle, 4-7 units of plague bearers or Plague drones, 0-3 of beasts of Nurgle or nurglings.&#039;&#039;&lt;br /&gt;
At the start of your hero phase, you heal 1 wound to each unit on the battlefield or resurrect D3 modells to plague bearers. In Addition, if the number of plague bearers and plague drones at the start of the battle is 7 you get a contagion point in each of your hero phases.&lt;br /&gt;
&lt;br /&gt;
;The Blessed Sons (40 pts, Min. pt. Max pt.):&#039;&#039; &#039;&#039;&lt;br /&gt;
&#039;&#039;1 Plague Cyst that includes a Sorcerer, Harbinger of Decay, and at least 4 Putrid Blight Kings; 0-6 additional warscroll battalions chosen among; Plague Cyst, Blight Cyst, Affliction Cyst.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Units in this battalion do not have to take battleshock tests while they have 7 or more models. &lt;br /&gt;
&lt;br /&gt;
Reroll Save rolls of 1 for the battalion. &lt;br /&gt;
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;Plaguetouched Warband (&#039;&#039;Found in Slaves to Darkness&#039;&#039; 180pts, Min 900pts, Max -pts): &#039;&#039;1 Mortal STD Nurgle Hero, 7 Mortal STD units with Mark of Nurgle.&#039;&#039;&lt;br /&gt;
Unmodified wound rolls of 6 on attacks targeting units from this Battalion result in the attacker taking 1 mortal wound. Also, in your hero phase, pick an enemy target within 1&amp;quot; of any unit in the battalion. On a 3+, that enemy unit takes D3 MW.&lt;br /&gt;
This ability is great on large blocks of Chaos Marauders. Coupled with a Glottkin&#039;s unique spell to add 1 wound for a unit, and they become a defensive unit that also a tarpit and kicks back mortal wounds as they take damage.&lt;br /&gt;
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==Super Battalions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;The Blessed Sons (&#039;&#039;Found in Chaos Battletome - &amp;quot;Maggotkin of Nurgle&amp;quot; 40pts min. 1460pts.; Max. none.&#039;&#039;): &#039;&#039;One Plague Cyst with that includes a Sorcerer, Harbinger of Decay and at least 4 units of Blight Kings. Can include up to 6 of any of the cyst battalions and any Rotbringer unit you want on top of that, no limit.&#039;&#039;&lt;br /&gt;
While a unit has 7 or more models, it does not have to take battleshock tests and re-roll save rolls of 1 for models in this battalion. If your taking a Blight Cyst with all the fixings anyway, this can help a rather decent amount as the re-rolls can save a decent helping of wounds keep models alive to be healed by a myriad of sources. The battleshock part doesn&#039;t help at all really since you already have high bravery and most likely won&#039;t lose enough models to be able of losing anyone to it unless the unit is focused on everything the enemy has.&lt;br /&gt;
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;The Munificent Wanderers &#039;&#039;Found in Chaos Battletome: - &amp;quot;Maggotkin of Nurgle&amp;quot;  180pts min. 2020.; max. none.&#039;&#039;: &#039;&#039;One Great Unclean One designated Thrombolhox the Giving and 2 Tallybands of Nurgle. Can include up to 5 additional Tallybands and any other &#039;&#039;&#039;Nurgle Daemon&#039;&#039;&#039; you want on top of that, no limit.&#039;&#039;&lt;br /&gt;
During the Rampant Disease stage of the Cycle of Corruption enemy units within 14 inches of a unit from this battalion suffer d6 mortal wounds. If Thrombolhox the Giving is on the field, d6 enemy units are afflicted by the Rampant Disease that d3. If your taking This much anyway, its not too much of a price to pay and you can tack on a lot of mortal wounds, especially if you can keep yourself on the Rampant Disease stage through Foul Regenesis, but you&#039;ll need to put the stage to the one before Rampant Disease as the wounds happen then and by the time spellcasting starts its already passed.&lt;br /&gt;
&lt;br /&gt;
=Army Building=&lt;br /&gt;
==Buying tips==&lt;br /&gt;
&lt;br /&gt;
Chaos Daemons should be among the easier and cheaper armies to collect, thanks to the Start Collecting! kits. Those boxes have everything you could possibly want except for their Greater Daemons (a fair and valid business method) and surely you will never want to buy the kits that those contain ever again when you can get two or more kits with nifty discounts.&lt;br /&gt;
&lt;br /&gt;
You can also add the fact they are not extremely diverse like other factions, they have simpler color schemes (damn, just paint them green or bone and add some dark shades and you&#039;re ready to go), and are miniatures perfectly compatible with [[40K]].&lt;br /&gt;
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For Nurglesque Daemons, you get a unit of 10 Plaguebearers, 3 Plague Drones, 3 Nurglings, and a Herald. All of this for £55 (or your local equivalent) per box, saving £28.50 in the process. Just buy as many SC! kits as you require and the big fat heroes you want. Done.&lt;br /&gt;
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Maggotkin also got a pretty competent SC! kit with a Lord of Blights, two Pusgoyles and 5 Blightking. You should buy multiples of these whenever you want to expand: the three kits here are all pretty expensive on their own, so this kits is now pretty much mandatory.&lt;br /&gt;
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=Allied Armies=&lt;br /&gt;
*&#039;&#039;&#039;Slaves to Darkness&#039;&#039;&#039;: As of the 3.0 Errata, this is the easiest army to ally in, with your ability to effectively make half your army a bunch of marked marauders and barbarians without sacrificing anything.&lt;br /&gt;
*&#039;&#039;&#039;Beasts of Chaos&#039;&#039;&#039;: The 3.0 Errata also allows you to ally with Beastmen to an extent, though not to the same intensity.&lt;br /&gt;
*&#039;&#039;&#039;Skaven - Clans Pestilens&#039;&#039;&#039;:&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;
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{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:F572:CEE6:59C6:3B10</name></author>
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