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==Equipment== *'''Ensorcelled Weapons:''' Magical +1S hand weapon, like a polearm but can be used with a shield to parry or get another one to be used as pared weapons. *'''Marks of Chaos:''' This is the trademark upgrade of Chaos. A unit can't have mixed marks and if a wizard takes one, they must take the lore of the corresponding god. **'''Khorne:''' Gain Frenzy ***Go aggressive and hard to control, perfect for paired weapons or great weapons. **'''Nurgle:''' Gain +1 to Toughness but take -2 to Initiative ***Your boys become as slow as dwarfs, but Human polearms only wound you on 5s and other weapons on 6s. **'''Slaanesh:''' Gain Immunity (Psychology) and Stubborn ***Despite the better defense and leadership, chaos often loses to the numbers advantage and this makes it less of a problem. Only take on already tanky units if going for tarpitting the tarpit. **'''Tzeentch:''' Gain a Magic Resistance(1) and 6++ ward save. ***A better alternative to the Nurgle defense. Not only do you parry on a 5++ but also can shrug off magic assaults on 5s. ===Chaos Mutations and Powers=== Several of your units can afford to be a little extra blessed by the Dark Gods. Each one of a kind and come out of magic item funds. <tabs> <tab name="Generic"> *'''Mantle of Chaos:''' 55pts. Reduce the strength of any non-magical projectiles by d3. Note that this doesn't say missiles, so you might have a slightly better chance of withstanding war machines. What it does mean, however, is that you can laugh at all the arrows and guns. *'''Chaos Familiar:''' 10pts. The wizard learns an extra spell. With the nerf to wizard levels, will save you 25 points if you only need 3 spells (signature Plus 2 from #1 to #3) from your lore. *'''Terrifying Appearance:''' 35pts. You now cause Terror. *'''Wings:''' 25pts. Gives a footslogging model Fly(10). No longer exclusive to Daemon Princes, but this is a hefty cost. *'''Flaming Breath:''' 30pts. An S3 flaming breath weapon. It's far from what the trolls or dragons have. Only bother with it against Empire or Elf armies who might be threatened by it. It might have a better chance in a challenge, as all those hits are now directed on the enemy champion, but it's still not as likely. *'''Distendable Maw:''' 20pts. Exchanges all attacks to force one enemy infantry to test Initiative or die immediately. Luckily you have many ways to tamper with Initiative using Slaanesh. However, it does mean that you now have a Chaos Lord with a lizard diet, dwarf, and zombie. *'''Fearsome Aura:''' 20pts. Deals -1 Ld to all enemies within 6". *'''Diabolic Splendour:''' 20pts. All panic, fear, and terror tests caused by the model take a -1 modifier. Pretty easy to find at least Fear with all the daemon mounts. *'''Soul Feeder:''' 15pts. 1/6 chance of recovering a wound for every wound you inflict. *'''Burning Body:''' 5pts. Gain flaming attacks and immunity to the same. Laugh as you incinerate all the mummies and treemen. *'''Bestial Visage:''' 20pts. If you can't afford a steed, this'll make do for 15 points less than Terrifying Appearance. *'''Scaled Skin:''' 5pts. A 6+ natural armour save. A cheap and decent way of upping your armour by 1. *'''Extra Arm:''' 15pts. Pretty much a ghetto Ogre Blade; 5 points cheaper than an Ogreblade for -2i and -1 str rounds of combat after the first. Let's you carry a two-hander and a shield. Greatweapons and Shields? How horrifying. Can't give you a free tentacle, however. *'''Tentacle:''' 5pts. Sacrifices one hand (thus banning shields and two-handers) to rob an attack. Against certain smaller champions, this might be a penalty, but it's not the same as removing them, period. *'''Unholy Strike:''' 5pts. Lets the model exchange all its attacks for a single one at double the strength and with MultiWound (d3). Pretty much a guarantee that you fucked that monster over. *'''Poisonous Slime:''' 10pts. Gain poisoned attacks and immunity to them. Not quite the same as Festus, but it's close. *'''Horns:''' 5pts. Adds Impact Hits (1), but is only for footslogger units. *'''Cloven Hooves:''' 5pts. Adds +1 Movement. Can't combo with Serpentine Body. *'''Acid Ichor:''' 5pts. All unsaved wounds in cc inflict an S4 hit in return. The lack of an Initiative test to evade this makes it a more reliable way of giving an edge. If you have a regen, then it'll help even more with locking in a fight. </tab> <tab name="Powers of Khorne"> *'''Bloodcurdling Roar:''' 25pts. At the start of the first round of combat, all enemies in base contact suffer deals 2d6 S2 hits that ignores armour. *'''Blood Fever:''' 25pts. Your frenzy is now permanent and infectious. Other Khorne units can add another attack that stacks with Frenzy but still need to re-roll the Berserk Rage rolls. *'''Fury of the Blood God:''' 25pts. Wizards within 12" take -d3 to channel rolls. No better way to challenge a casting than to shut it down before it becomes an issue. *'''Deafening Bellow:''' 20pts. On the turn that the character charges, all enemy units in base contact suffer -1 To Hit in close combat. A minor form of protection against retaliating attacks from spears. </tab> <tab name="Powers of Tzeentch"> *'''Tendrils of Tzeentch:''' 30pts. Wizards only. May re-roll a single channeling or dispel die each turn. Considering how much you'll be needing this, including to avoid a potential miscast, you'll have a good reason to grab this. *'''Protean Form:''' 25pts. Gain a 5+ regen. *'''Conjoined Homunculus:''' 25pts. Wizard only. Adds +d3 to one channeling roll each turn. With the changes to overcasting, this becomes incredibly useful since this might help you push a spell into range for the improved version. *'''Third Eye of Tzeentch:''' 10pts. Re-roll 1s on Ward Saves. Never an issue to take this. </tab> <tab name="Powers of Nurgle"> *'''Stream of Corruption:''' 30pts. is the same kind of breath attack as the spell: hit units must pass a toughness test or be Wounded with the Ignores Armour saves. This means its usefulness tapers off with units bigger than infantry and cavalry. *'''Massive Bulk:''' 25pts. Another wound. Hooray survivability. *'''Nurgling Infestation:''' 15pts. Any models attacking the model get an equivalent number of S3 attacks that can happen even after death. This is best utilized on a hero that's going to get into the thick of herds, as its value drops off the moment they're stuck in a challenge. *'''Secondary Jaws:''' 15pts. Adds another S2 attack with ASF and Ignores Armour. Don't expect it to do much besides pissing them off. *'''Nurgle's Rot:''' 10pts. Any models in b2b with the model during the magic phase take an instant S1 hit that ignores armour. Another irritant rather than deathblow. </tab> <tab name="Powers of Slaanesh"> *'''Hellshriek:''' 50pts. Single-use immediate miscast for '''EVERYONE'''. Yes, this means that your wizards are also invited to the warp-anal rape train. Try not to put this on a wizard-heavy army. *'''Word of Agony:''' 30pts. Single-use means to deal d6 S4 Ignores Armour hits to a model in base contact. Handy in duels. *'''Serpent Body:''' 15pts. +2 Movement and +1 Initiative plus swifstrider to a footslogger. *'''Soporific Musk:''' 15pts. Fleeing models without unstable must roll 3d6 and drop the highest die. Now you're a step closer to the Seekers. *'''Allure of Slaanesh:''' 10pts. All cc attacks towards the model must test Ld or else be banned from attacking it. Shame it's useless against a troll's vomit. </tab> </tabs> ===Dread Artefacts of Chaos=== *'''Daemonsword:''' 50pts. Adds +d3 S and +d3 A, allowing you to be a train of pain. However, any rolls of 1 (re-rolls not allowed) deal a blow to the wielder. By GOD, is this thing going to leave a Chaos Lord broke! <s>Dirty tip combo this with Burning Body, so you cant kill yourself. The burning body gives you flaming attacks, immunity to flaming attacks...)</s> With the changes to how Flaming Immunity works in Armies Project, this trick doesn't work - flaming immunity only cancels out the flaming aspect of a physical attack, not the attack itself. *'''Hellfire Sword:''' 35pts. One of the best trolling weapons against anything with high armour, regeneration, many wounds, or some combination of the three (yes, Hell Pit Abominations, I am looking at you). On average, the main downside is you'll be taking a wound for every model you cause to explode (make sure to get a Ward Save). Some of the effects of this weapon can be recreated by taking unholy strike and burning body but for 20 points cheaper, but if you combine with the Soul Feeder ability, you should have a Lord who regains more wounds than they lose. *'''Rending Sword:''' 45pts. Re-rolls to wound and d3 wounds. Okay, okay, nothing scandalous. *'''Crimson Armour of Dargan:''' Heavy armour that negates KB and multiple wounds as well as a 6++ Ward Save. For 35 points, this is quite the steal. '''EDIT:''' The immunity to KB/MW is only in close combat. Won't save a lord on a monster from a cannon shot. *'''Helm of Many Eyes:''' 20pts. 6+ Armour that gives ASF and Stupidity. With your good Ld scores, the latter shouldn't come into play often, while the former is well supported by the good I scores. *'''Crown of Everlasting Chaos:''' 50pts. Grants a 4+ Regen and grants a 6" range of Inspiring Presence (Or boost a General's IP by 6"). All quite impressive for a Leaderly or a supporting hero. If you're using a Daemon Prince or Lord/Sorcerer Lord on a Dragon or Manticore, this is almost mandatory. A 24inch radius inspiring presence is game-breaking. *'''Book of Secrets:''' 40pts. Adds a spell of Fire, Shadow, and Death, while unable to select any Signature spells. It also adds +1 to the casting rolls of all spells, which can be awesome in the right setup. *'''Chalice of Chaos:''': 10pts. Far too random, and while the results seem good at first look, any character worth their points should already have a good Ward Save (so results 4 and 3 are out), leaving you with only a 50% chance to get something useful (or for Daemon Princes, 33% chance). *'''Banner of Wrath:''' 25pts. A bound spell that deals d6 S4 lightning attacks, which can scare the pants off knights. ===Expansion Magic Items=== '''''Weapons''''' *'''Aethersword:''' 30pts. 5 more than an OBSIDIAN BLADE to ignore armour and also ignore parry saves from shields. *'''Berserker sword:''' 30pts. Mark of Khorne only. Model on foot only. +1 attack for every mode in base contact (only +1 during challenges). Since it's a given your a chaos lord with frenzy your definite mulch all in context especially when on a big base. *'''Blade of Blood:''' 30pts. For each hit, the wielder may make a Strength test and regains or loses a wound bass on passing. Take on a Chaos Lord that needs no deadly weapon. *'''Whip of Pleasure:''' 30pts. Mark of Slaanesh only. +1 attack and ASF during the first round of CC. Given you are usually faster than most things that are not a big name or elf, then he is rerolling his hits. *'''Glaive of Putrefaction:''' 20pts. Mark of Nurgle only. Polearm. Each unsaved wound caused the enemy model to lose -1 Strength and Toughness permanently. Nasty vs monsters and duals. *'''Whip of Subversion:''' 25pts. Mark of Slaanesh only. An Enemy character or monster that takes wounds that turn must attack allies if they have not yet gone. *'''The Father of Blades:''' 20pts. Counterattack master, with All hit rolls of 1 against you, hit the attacker instead. *'''Soul Cleaver:''' 10pts. for each wound enemy suffered, must pass Toughness test or suffer another wound that ignores saves. '''''Armour''''' *'''Armour of Morrslieb:''' 35pts. Heavy armor. 4+ ward against non-magic attacks. *'''Skinhidden plate:''' 25pts. Heavy armor. +1 Toughness. *'''The Bronze Armour of Zhrakk:''' 25pts. Heavy armor. Turns you into an Animated Construct but can't share his ld. *'''Armour of Tortured Souls:''' 15pts. heavy armour. +1T agent non-magical attacks. Cheaper alterative to Skinhidden. '''''Talismans''''' *'''Collar of Khorne:''' 30pts. Mark of Khorne only. MR(3), just like Scyla. *'''Gaze of the Gods:''' 30pts. 4+ ward, but turn into a spawn if flee. '''''Arcane Items''''' *'''Infernal Puppet:''' 35pts. May choose to modify any rolls on the Miscast table made by any Wizard on the battlefield by up to D3 each time. *'''Staff of change:''' 65pts. Mark of Tzeentch only. Strong casting item. Can reroll any cast or dispel dice (even Miscast and Ultimate Power) but Staff breaks if reroll cause Ultimate Power. *'''Rod of Corruption:''' 30pts. Mark of Nurgle only. Lv3 Bound spell, direct damage that causes a unit within 12" to suffer D6 S2 Armour ignoring hits. *'''Sceptre of Domination:''' 35pts. Mark of Slaanesh only. LV 4 bound Pavane of Slaanesh. '''''Enchanted Items''''' *'''Blasphemous Amulets:''' 35pts. Every CC phase, enemy models in base contact must pass a Toughness test or suffer an Armour ignoring wound (no effect against Animated Constructs). If mounted on a monster, it can easily clear chaff. *'''Rod of Torment:''' 35pts. Lv3 bound 18" 2d6 S3 magic missiles. *'''Faithless Charm:''' 30pts. Have ASF and KB but get replaced with ASL and Permanent Frenzy if they fail any LD tests. *'''Bindings of Slaanesh:''' 25pts. Mark of Slaanesh only. Enemies can't refuse your challenges and gain ASL during them. *'''The Black tongue:''' 10pts. Mark of Khorne only. One use only. When a wizard fails a casting, they suffer a Miscast, and the user suffers a wound that ignores saves. *'''Favour of the Gods:''' 5pts. +/-1 on Eye of the Gods table rolls, don't affect results of 2 or 12. '''''Magic Standards''''' *'''Doom Totem:''' 40pts. -1 LD to all enemies within Line of Sight. (no effect Immunity to Psychology) *'''Banner of Rage:''' 25pts. Mark of Khorne only. Make their Frenzy Permanente and re-roll break tests. *'''Blasted Standard:''' 25pts. Mark of Tzeentch only. when the unit is hit with a Shooting attack (don't affect attacks that don't roll to wound or auto wound) roll, and on a 2+, the attack's Strength is Halved or is doubled on a 1. Turning most attacks into S1/2s is good. *'''Festering Shroud:''' 25pts. Mark of Nurgle only. All enemy models in base contact suffer -1 Strength. (no effect on Mark of Nurgle or Animated Constructs) More nurgly defense. *'''Rapturous Standard:''' 25pts. Mark of Slaanesh only. Gains Unbreakable. Warriors of Chaos often lose because they don't get a reliably high combat score and only need to fail one break test before running like pansies. They are now an anvil to hold to the plate mailed superman.
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