Editing
Age of Sigmar/Tactics/Death/Flesh-Eater Courts
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Command Traits== There are now 2 tables: Royalty and Nobility. '''Royalty: ABHORRANT HEROES only''' #'''Bringer of Death:''' Your general can reroll wound rolls of 1. Pretty solid for a close combat monster general. #'''Frenzied Flesh-eater:''' Reroll failed hits and wounds if there are any wounded models within 3". As wounds only get allocated one all of the unit's attacks have been resolved, reliability will depend greatly on how many multi-wound models your opponent is fielding. #'''Savage Beyond Reason:''' Unmodified hit rolls of 6 explode into 2 automatic hits. Competes with Frenzied Flesh-Eater. This is also very good, since your abhorrants have so many attacks that they can do a LOT of damage with this. However, less reliable than Frenzied Flesh-Eater, since those 6s may not always happen. #'''Majestic Horror:''' If you have a summoning Command Ability, use it for free. It will save you one command point. Which can actually mean a lot. It means that your Archregents/Ghoul Kings don't need to hang around the throne, or can work great with your mounted kings. It's not as game breaking as before, but you can hardly go wrong with a free command point. #'''Dark Wizardry:''' Add 1 to the General's Casting, Dispelling and Unbinding rolls if they're a Wizard. This is nuts. It's an incredible command trait, especially for your Archregents, who can cast 2 spells AND unbind 2 spells a phase. This is probably the strongest and most reliable trait for a foot ABHORRANT hero, who usually prefer to support than fight. Your mounted kings work best with the more combat-oriented traits above, and even then, they may prefer this due to the fact that your kings aren't that scary in combat. #'''Completely Delusional:''' Once per battle, if your general is still alive, you can change your current delusion to a new one. You cannot choose a Grand Court though. Actually quite good, as your delusions are actually solid. It does give you huge flexibility, for example, start with Crusading Army to NYOOOOOOM up the board, then change to Feast Day when getting stuck in. Or use Defenders of the Realm if you're expecting an alpha strike, then swap to Feast Day to boost your combat power. The possibilities are actually limitless. Definitely a great table. Your close combat generals would appreciate almost any of the combat traits, Majestic Horror is a great utility trait that will always get work done no matter what, Dark Wizardry is just crazy good, while Completely Delusional is an incredibly strong trait that requires finesse to use but is greatly rewarding when used well. Archregents will love Dark Wizardry, that is a given. '''Nobility: COURTIER HEROES only''' #'''Bringer of Death:''' Your general can reroll wound rolls of 1. Pretty solid for a close combat general. Haunter and Infernal Courtiers will like it, and Varghulfs will love this. #'''Frenzied Flesh-eater:''' Reroll failed hits and wounds if there are any wounded models within 3". See above. #'''Savage Beyond Reason:''' Unmodified hit rolls of 6 explode into 2 automatic hits. This is great. Your Haunter Courtier has multi damage weapons that will love exploding dice, and your Varghulf Courtier will go nuts with this, thanks to his insanely high damage output, while your Infernal Courtier will certainly appreciate this. #'''Hulking Brute:''' Add 1 to your general's wounds. Not bad. But generally quite unimpressive compared to the other options. #'''Cruel Taskmaster:''' You can re-roll the dice when using the Muster ability. Less potent for a Ghast Courtier, since ghouls are regenerated on a 2+. However, this is a godsend for Haunter or Infernal Courtiers, since a re-rollable 5+ is technically equivalent to a 4+. Keep in mind that any dice can be rerolled, including successful rolls, so that Varghulf Courtier who brought back a bunch of ghouls can actually reroll the dice and fish for 5s and 6s. A very good trait. *<i>Actually</i>, if you reroll, you must reroll ALL the dice. So more of a safety net if you roll terribly than a constantly reliable trait. #'''Dark Acolyte:''' You're a WIZARD, Harry! A flesh-eating and completely insane one, too. You also get to cast 1 spell, unbind 1 and know the Black Hunger spell. This is another insanely strong trait. Being a FLESH-EATER COURTS WIZARD means that you can cast Endless Spells, and you also know one spell from the Lore of Madness (More on that later). This is extremely good, but since feed on Dark Magic only triggers if an '''ABHORRANT''' casts a spell, it falls short in that regard. Overall, a great set of command traits. This whole table generally does best with a Varghulf Courtier general, but the others can work. Combat generals should probably grab Savage Beyond Reason, while anything else should usually get Dark Acolyte. Cruel Taskmaster is crazy good but depends heavily on what you need. Usually, another wizard is better than rerolling your muster ability.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information