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===Spell Lore=== <strike>Any</strike> Some Wizard Heroes, depending on their type, get to choose one spell from the appropriate list. Clans Pestilens Priests get one Noxious Prayer. Note, that the Verminlord Warpseer and Lord Skreech Verminking are Masterclan Wizards but not Grey Seers. Hence they do not gain a spell from the Lore of Ruin. <tabs> <tab name="Lore of Ruin"> ''Grey Seers Only'' #'''Scorch''': casting 5, roll number of dice equal to casting roll, for each 6 an enemy unit within 13" suffers 1 mortal wound. If you're a big boy on a Bell or your name is Thanquol this on average deals a glorious 1.5/2 mortal wounds. Insert Owen Wilson Wauw. #'''Skitterleap''': casting 6, 1 friendly hero with wounds characteristic of 13 or less (i.e. any hero except the bell, the furnace, and Thanquol) can be placed anywhere on the battlefield more than 9" from enemy units. Teleporting: no longer for the Deceivers alone. Use this to nab objectives, send a Warbringer to crush the enemy backline, or even as a panic button to get your Warpseer/Seer out of whatever bullshit you've gotten them into. Combos well with the gnawholes allowing you to skitterleap a Verminlord/Seer next to a Gnawhole deep in enemy territory, let off a couple of spells and then jump back in your movement phase. **''Alternate Take:'' Most targets can't reliably charge the turn they leap and can't take the incoming charge when they fuck up their own. Also, remember how Skaven units rely on each other? Your rats will be very sad when you send your Bravery 10 bubble into the enemy backline. #'''Death Frenzy''': casting 7, pick 1 Skaventide unit that is not a hero and wholly within 13", any model slain until the next hero phase can pile-in and attack. #*It's worth noting that this applies to death from any source, so if your models are in combat then you may use this in reaction to shooting, spell damage, etc. #* Anyone know if this pairs well with the Various suicide juices that skaven get (Skavenbrew, Vigourdust Injector, etc.)? Yes, rules state "When slain" with no indication on which source slayed the model. So, models slain from your Verminous Valor warlord trait will "death frenzy". It won't work with the Vigourdust Injector though, since those MWs are taken at the beginning of your NEXT Hero Phase in the window between the spell ending and being able to cast it again. </tab> <tab name="Lore of Warpvolt Galvanism"> ''Clan Skryre Only'' #'''More-more-more Warp Power!''': casting 7, 1 SKRYRE unit within 13" +1 to hit and wound rolls until next hero phase. Then suffers D3 mortal wounds. Good with Stormfiends and Ratling Guns who (on average) can take the hit and survive. #'''Chain Warp Lightning''': casting 7, each <strike>enemy</strike> unit within 13" suffers 1 mortal wound. Yes, it affects your own units and is therefore absolutely not worth it. #'''Warp Lightning Shield''': casting 6, first 3 wounds allocated to the caster are negated (in each phase!). On a 4th wound the caster suffers 3 mortal wounds and the spell is unbound. Brilliant. Chow down on those Sparks without fear! </tab> <tab name="Noxious Prayers"> ''Clans Pestilens Priests only'' #'''Disease-Disease!''': answer on 3, 13" range. 5+ deal MW for every model in enemy unit. No effect on Nurgle. Eh, would kick ass against a giant horde unit, might be alright against a large 20 man 3+ armor save regiment. #'''Filth-filth''': answer on 3, 13" range. +1 toWound to one friendly Clans Pestilens unit until your hero phase. What you Caste on your alter or vermin Lord to make their attacks stick. For your monks it's better to go with... #'''Rabid-rabid''': answer on 3, 13" range. +1 to melee attack to one friendly Clans Pestilens unit until your hero phase. Best option for monk hordes. </tab> <tab name="Endless Spells"> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Endless_Spell_Vermintide.pdf Vermintide]:''' (60pts) useful as a Predatory damage dealer, when a unit is ends a move near it, roll 13 dice and they take mortal wounds for each 6. Can also do this to one nearby unit when it moves, chosen by the moving player. In the latest FAQ this now also affects any Skaven units. The base for this one is monster huge and now it's 40 pts is perfect for blocking and ruining charges. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Endless_Spell_Warp_Lightning_Vortex.pdf Warp Lightning Vortex]:''' (90pts) An Area Denial Spell, that creates a 7" equilateral Triangle( hard to set up on uneven Terrain) with any unit that is within 6" of it takes D3 mortal wounds on 4+ (D6 on an unmodified 6) with bonuses to the roll based on how many of the pylons they are in range of. If they happen to start their turn within 6" of it they can't run or fly. Combo with shackles and the warp gale spell from the grey seer. If all that gets cast the effect is brutal. Only went down by 10 pts recently so compared to the other spells it's a little fiddley for its price. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Endless_Spell_Bell_of_Doom.pdf Bell of Doom]:''' (85pts) Its a flying screaming bell! It has a janky "auto dispel itself and do damage" effect when moved with a low probability of happening. Otherwise it is a 13" no battleshock bubble which also reduces enemy bravery by 1. However, it must roll 3d6 whenever it finishes a move, and on a 13 it explodes and does d3 mortal wounds to everything (this includes your poor rats) within 13". Decent, but likely to be outshone by the vortex due to its risk factor and the ready availability of other, less temporary (and volatile) methods of negating battleshock. Scratch that, went down to 40 pts. Insanely good now, a must take with any army besides Moulder. </tab> </tabs>
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