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===Heroes=== ====Named==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/BR_Belakor_Warscroll_Belakor_eng.pdf Be'lakor, the Dark Master]:''' (DAEMON, UNDIVIDED, 355pts.) Having somehow escaped Alarielle's ruby from The End Times, the Dark Master is back and trolling with the best of them. Has Ghostly immunity to save modifiers and heals from failed enemy Battleshocks. His best ability is The Dark Master: During deployment, pick 1 enemy unit, then reveal which unit you picked to your opponent at the start of one of their hero phases. Every time that unit wants to move, shoot, cast a spell or attack in combat, they have to roll a dice and can only do so on a 5+. This ability is straight-busted but only works for 1 turn - unless the enemy gets a double turn. **With the new model and role as the title character for the next Broken Realms book, expect this boss to gain a power boost proportional to the scale-up to his size. His Dark Master ability now triggers on a 3+. He gains some supporting attacks with his claw and tail, the claw standing out with an absurd -3 Rend and insane 1+ to wound that degrades. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Archaon_eng.pdf Archaon The Everchosen]''': (DAEMON, UNDIVIDED, MORTAL, MONSTER, WIZARD, HERO 860pts.) Still the same stone wall and beatstick that he's always been, just with more streamlined rules and Dorghar getting dynamite strapped to his claws, trading the D6 damage for an eye-watering FLAT 5 DAMAGE per smack! Gets to pick one additional Chaos Mark alongside being Undivided, because he just looooves making Be'lakor's veins pop at the blatant theft of his Legion rule. The heads no longer work all at once, but one of the three abilities can be used once as a monstrous rampage; the Khorne head can instantly slay a model if you beat the wounds characteristic, and heals Archaon in kind wound-for-wound, the Tzeentch head can stop one endless spell within 12" on a 2+ which also rebounds D3MW onto the caster, whilst the Nurgle head has a breath weapon that lets you roll a number of dice equal to enemy models within 6" (to a maximum of 7). Each 3+ is a MW. Archaon is as tanky as ever with a whopping 25 wounds and a juicy 5+ ward but can also rebound Mortal Wounds on a 6+ (note this doesn't specify combat, so it affects wizards and shooting units too). The Eye of Sheerian actually does its fucking job of seeing the future, as once per game, it can be used in your hero phase to act as the Host of the Everchosen CA of old, and let you predetermine who goes first next turn, which can decide the outcome of a match when used at the right time. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Theddra_Skull-Scryer_eng.pdf Theddra Skull-Scryer]''': (Mortal Wizard, 70pts) *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Godsworn_Hunt_eng.pdf Godsworn Hunt]''': (Mortal, 60pts) *'''Slambo:''' Now worse and cheaper than an Exalted Champion. His only real value is to be a cheap mark aura, or to swap as the general in a Ravagers legion so you can "summon the tribes". ====Generic==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_eng.pdf Chaos Lord]''': (115pts.) Cheaper than the Daemonic Mount version and maybe slightly more killy, with decent retinue abilities to boot. Traded a better Save of 3+ and Bravery of 9 against a reduction to 6 Wounds; otherwise stats remained unchanged. Can pick one {{AOSKeyword|Chaos Chosen}} or {{AOSKeyword|Chaos Warriors}} unit to be his retinue, which allows him to pass on wounds on a 3+. His retinue can also fight immediately after him if they are around. Decent at killing line infantry. Don't send him alone against characters more expensive than he is, or he will die. Side modelling 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, jury is still out on whether this is official or not. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Demonic_Mount_eng.pdf Chaos Lord on Daemonic Mount]''': (170pts.) Your budget (for a Slaves to Darkness character) mounted Lord. With the latest battletome, the Cursed Warhammer no longer deals mortal wounds on 6s to hit and the bonus of healing d3 wounds for killing whelps with your big mallet is gone. Your Chaos Lord now has Save 3+ and Bravery 9 however, and is able to take a Chaos Lance (for Rend -2 and Damage 2 on the charge) instead of the more reliable Cursed Warhammer (flat Rend -1, Damage 2). Also great for other Slaves to Darkness cavalry units as his quasi-command ability allows him to strike first in the turn he charges and grants the same effect to one {{AOSKeyword|Chaos Knight}}, {{AOSKeyword|Chaos Chariot}} or {{AOSKeyword|Gorebeast Chariot}} unit wholly within 12". *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Karkadrak_eng.pdf Chaos Lord on Karkadrak]:''' (220pts.) Movement 9", 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 11(!) attacks with an average Damage of 2 across 3 profiles, has mortal wound potential both on the charge and with his Daemonbound Blade. However, he can no longer heal with his attacks with his big axe (which has gone down to 4 Attacks but now has Rend -1). Sporting classic mortal wound protection that Slaves to Darkness units are spoiled with, and the same quasi-command ability as his horse-riding brethren, he is an excellent pick for a Slaves focused army. Pair him with some {{AOSKeyword|Chaos Knights}}, or {{AOSKeyword|Chaos Chariot}} or {{AOSKeyword|Gorebeast Chariot}} and reap all the skulls you can. **Currently the toughest variant with his 3+ Save and 9 Wounds, taking a {{AOSKeyword|Khorne}} Lord on Croc with Death Dealer and Daemonic Power cast by a {{AOSKeyword|Chaos Sorcerer Lord}} means his already somewhat juicy weapons will be hitting 9 Attacks on 2+/2+/-1 or -2 on the charge ''plus'' 5 Attacks on 3+/2+/-1 with his mount (with the ability to fight twice in the same combat phase once per battle). Just remember that this build hates the number 2; 2s to Hit, 2s on the Save, Attacks against it with Rend -2β€, you get the point. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Manticore_eng.pdf Chaos Lord on Manticore]''': (Monster, Behemoth, 270 pts.) The Lord on Manticore can have a choice between Chaos Flail and Daemon Blade, with the Flail offering twice as many Attacks as the Blade but lacking any Rend or mortal wounds generation, and a choice between Chaos Runeshield, Daggerfist, and Chaos Lance. The Lance might be awesome, but since everyone and their grandma will be gunning for your Manticore, the 3+ Save and 5+ ward against mortal wounds might be the best choice. The Manticore is no slouch itself with Damage 3 on its Claws and Jaws attacks against {{AOSKeyword|Monsters}}. Also, the Manticore no longer uses a damage table, which means maximum damage output all the time. The Lord's simili command ability allows a unit to re-roll the dice determining the distance it can move when receiving the Redeploy command, which may prove handy but is mostly situational. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Deamon_Prince_eng.pdf Daemon Prince]''': (170pts.) Heβs gone through a reworking since his last outing. A 3+ save with a token 6+ ward along with a drop in points. Can either take wings for a 12" move and flight, or can take a trophy rack that provides a battleshock-immune aura that increases in range each time he fraps a hero or monster. Can take either a sword for MW output, an axe for consistant armour-cracking, or paired talons to mulch infantry. What makes him REALLY tasty, though, are the heroic actions he can conduct depending on his Mark **''Fiendish Speed:'' UNDIVIDED only. Gives him Strike First. Gone are the days of having this baked-in to his warscroll, but it's still here! Just means you have to now choose between lightning strikes or the boons the other Marks provide... **''Pledge of Skulls:''** KHORNE only. Each time he kills a model he heals one wound. Those Clanrats sure look tasty... **''Eroding Miasma:''** NURGLE only. Ward roles cannot be made within 3" of him. Absolutely fucking broken against Death armies. **''Eldritch Artefact:''** TZEENTCH only. If used in the enemy hero phase, he ignores spells on a 2+. In your phase, he gets to cast a spell like a wizard, casting one extra if he already is a wizard. Cabalists LOVE this one. **''Ecstatic Charge:''** SLAANESH only. +1A if they made a charge in the same turn. Simple and no-nonsense. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Exalted_Hero_of_Chaos_eng.pdf Exalted Hero of Chaos]''': (100pts.) Completely overhauled in the new battletome, with an increase of 10 points. Can be equipped with a Rune-eched Blade dealing 4 Attacks at 3+/3+/-1 and Damage 2 paired with a Chaos Runeshield for a 3+ Save and 5+ ward against mortal wounds. Alternatively, can drop the Shield (reverting to a 4+ Save) in exchange for a pair of Axes of the Dark Champion dishing 8 Attacks at 4+/4+/-1 and Damage 2. So, gone are the random attacks and the double activation in melee when charged. The Exalted Hero no longer heals wounds when they kill a {{AOSKeyword|Hero}} but now get +1 Attack while within 3" of any enemy {{AOSKeyword|Hero}} or {{AOSKeyword|Monster}}, as well as a free roll on the Eye of the Gods table at the start of the battle. Their value may lie in the cheap way of completing the Lust for Power battle tactic, but other than that they are only 15 point cheaper than the Chaos Lord on foot, who has better melee attacks and the retinue abilities (though the Chaos Lord cannot get a 5+ ward against mortal wounds, so the Exalted Hero is still a guy to consider). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Sorcerer_Lord_eng.pdf Chaos Sorcerer Lord]''': (120pts.) The support wizard had a slight increase in points and dubious buff in power in the last battletome. His Oracular Visions ability and Daemonic Power spell have gone from flat rerolls for units to 6+ ward and +1 to hit and to wound respectively. Remains an appealing option for a backfield objective holder who can cast spells to buff combat units (and cause damage with endless spells, as the case may be). Further made dangerous under Cabalists Legion (additional casting attenmpt and spell) and with Mark of {{AOSKeyword|Tzeentch}}. Potential for several to be taken for mass-buffs as they are cheap enough to pseudo-spam. May need casting buffs (such as the Master of Magic universal command trait or the Draw on Power heroic action) since Lore of the Damned spells have rather high casting values. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Sorcerer_Lord_on_Manticore_eng.pdf Chaos Sorcerer Lord on Manticore]''': (Monster, Behemoth, 260 pts.) Classic Wizard riding a big monster. They are still ok fighters and caster while being cheaper than the Chaos Lord variant. Wind of Chaos will clean up groups. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Gaunt-Summoner-of-Tzeentch-2019-en.pdf Gaunt Summoner]:''' your master Wizard, with 2 casts/unbind, his own crowd slaying spell, and can give up one casting to summon a Min size daemon unit. He cost more than two Chaos Sorcerer, so make use of his flying disk and summoning powers. **uses for summons: Bloodletters can inflict MWs, Daemonettes are still the best shredders and fast movers, Plaguebearers are walls, Horrors provide shooting and annoying way to be survivable, while Furies can grab objectives. **Amazing for cabalist armies as their rituals give bonuses for models slain. What unit is just an unfair amount of models that gaunt can summon? Horrors? Wrong! Because Horrors can't be sacrificed as they're not a Cabalists unit! **However, a Gaunt Summoner can summon 6 Furies, which DO become a Cabalists unit and can be sacrificed, and with 3rd edition rules, you can use the Rally command to try and get a few back so your battery lasts at least another turn *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Gaunt_Summoner_eng.pdf Gaunt Summoner on Disc of Tzeentch]''': (260pts.) give a summoner +1 wounds, 16" Flying movement and a +2 for melee save if normal ground fighter catches him. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Darkoath_Chieftain_2019_eng.pdf Darkoath Chieftain]''': (90pts.) Further improved to be a Barbarian blender. He doesn't get to choose a Mark of Chaos so he can't spread any god benefits, but he does get 7 attacks on the charge, deals one MW to surrounding units after he kills something, and gets a CA that lets Marauders and Cultists around him fight even when killed. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Darkoath_Warqueen_eng.pdf Darkoath Warqueen]''': (90pts.) If the Chieftain is a sweeper, Warqueens are duelists. She has a consistent 6 attacks, a 6++ FNP (that bounces a mortal wound, even at range), she fights before others, and deals more damage against Heroes and Monsters. Her CA adds 3" to nearby Marauders and Cultists charge rolls, pushing them to an altogether 11" charge minimum (7" charge roll, +1" Drummer, +3" Warqueen's CA). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Ogroid_Myrmidon_eng.pdf Ogroid Myrmidon]:''' (130pts.) The beatstick hero option got slightly nerfed with only a Gladiator Spear to fight in melee, sporting 4 Attacks at 3+/3+/-1 and a new Damage 2. The Spear may also be thrown up to 18" and does Damage D3 but this model is built for melee. He is also pretty tanky with a 4+ Save, 8 Wounds and Bravery 8. The fun does not end there as Arcane Fury allows 6's to hit to count as 2 hits and Berserk Rage allows him to add 1 to wound rolls with melee weapons if it suffered a wound or mortal wound earlier in the phase, which can be decent if your opponent gets turn priority and manages to score a wound or two. Its command ability called Pit Marshall that could be used on a {{AOSKeyword|Cultists}} unit to grant them immunity to Battleshock is sadly gone while the introduction of the Orgoid Theridons to the army would have been the occasion to allow some synergy with them. This feels like a missed opportunity but note that each Ogroid Myrmidon allows you to select 1 Orgoid Theridon unit as battletine. *'''Centaurion Marshal:''' (145 pts) New hero from Warcry. Technically meant as a follower of Be'lakor but follows anybody. Overall a 10 Wounds none {{AOSKeyword|Monster}} with a reasonable attack profile. It has a unique way of attacking. It must attack with its Mauling Spear first, which has 4 Attacks at 3+/3+/-1 and Damage 2. For each successful hit made with the Spear, add 1 to the Attacks characteristic of its Skull Bludgeon and Varanspire Gladius. With a base of 6 Attacks that's a potential total of 10 Attacks no Rend and Damage 1 but still not nothing. Its other abilities allow it to make a non-{{AOSKeyword|Monster}} unit strike last on a 6+. And finally if issuing the Rally command to an {{AOSKeyword|Undivided Mortal}} unit they rally on a 5+ instead of 6+. Overall his combat abilites while not nothing are obviously more suited to fighting weaker infantry, he won't last long against {{AOSKeyword|Monsters}} and true heavy hitters. An ok support hero I guess.
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