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====Named Characters==== Named Characters are unique, so you cannot take duplicates of them. They're usually very powerful force multipliers or selfish beat-sticks. =====Daemon===== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skarbrand_EN.pdf Skarbrand]:''' (380pts. DAEMON, GREATER DAEMON, BLOODTHIRSTER, MONSTER, Behemoth)The angriest of Khorne's Bloodthirsters, unlike most big monster in AoS Skarbrand gets more killy the more he gets hurt or if he hasn't attacked in the last battle round. Big Red comes with a respectable 14 wounds, 8" move and 4+ save but lacks the flying ability of other Bloodthirster's due to Khorne beating his ass. Skarbrand's axes will blend all but the largest heroes, Slaughter rolls from 5 to 9 dice with a 4+/3+/-2/3 profile and if Carnage hits, Skarbrand rolls a dice. If he beats the number listed on his total damage table (a 1+ if he has taken 13+ wounds) the target takes 8 mortal wounds but on a roll of a 6 he can put out 16 mortal wounds (Yes you read that right 16.)''' <span style="color:#8b0000;"> SKARBRAND HATES HORDES!!! <span style>'''. Skarbrand does lack a command ability, but who cares when you get to blend hydras? Unlike all other BT's Skarbrand cannot be summoned. Also consider a Bloodsecrator and Wrathmongers boosting carnage up to three attacks. If you keep him out of combat for one turn he deals instant 24-48 mortal wounds! *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skulltaker_EN.pdf Skulltaker]:''' (120pts. DAEMON, BLOODLETTER, HERO, HERALD OF KHORNE) Khorne's favorite Bloodletter has survived the transition to AoS quite well. He shares the 5 wound/5"/10 Bravery/4+ save as a normal herald, the Cloak of Skulls allows Skulltaker to re-roll all failed saving throws, and his weapon the Slayer Sword packs 3 attacks at 3+/3+/-1/3, though any roll of 6 to hit deals three mortal wounds ON TOP of its regular damage, like Bloodletters do now. In combat with heroes Skulltaker gets to re-roll all hit and wound rolls, almost guaranteeing another prize for the skull throne and as a bonus, Skulltaker triggers the Locus of Fury for your other Khorne daemons. Cannot be summoned, so if you want him, you need to actually take him in your army. His Command Ability is not that spectacular, but may be useful sometimes. Is now getting an amazing updated model as well! **This guy is mediocre against hordes, but <s>he's the best non-Monster duelist in all of Age of Sigmar, period</s> *Sound of an Akhelian King laughing* Three attacks may not seem a lot, but you can re-roll ALL of them, failed or not, so you should always re-roll the hits trying to fish for that magical six. You have an almost guaranteed 3-6 wounds each fight phase, which will kill the vast majority of Heros out there, meaning any decent opponent will try to hide them from you. Use this to your advantage playing Skulltaker as an area denial/permanent threat against your opponents' buffers. Even if he doesn't take any skulls home, he may very well take the game for you! **P.S. He's not a named Hero anymore. Give the boy a sword! *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Karanak_EN.pdf Karanak]:''' (140pts. DAEMON, FLESH HOUND)When he is placed you choose an enemy hero: he always rerolls every failed hit and wound roll against him and, in the hero phase, if he is within 8" of his quarry, he instantly summons an unit of 5 Flesh Hounds, making him cost-effectively 40pts, assuming he makes it up the board before dying. This may be a little awkward as it must be set up wholly within 8" of Karanak but more than 9" from the enemy. He can also unbind and dispels spells and when he does it the caster suffers d3 mortal wounds. {{anchor|FWMazarall}} *'''[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/Mazarall-The-Butcher.pdf Mazarall the Butcher, Daemon Prince of Khorne]:''' ('''Forge World''' 340pts DAEMON, MONSTER,) Another surprise monster, another Khorne addition for AoS...as if there aren't enough already. Has the basic trappings, 12 wounds with a 3+ save (making him arguably tankier than your Bloodthirsters). His shield gives him the ability to unbind 1 spell/turn. His movement, axe's rend, and shield's attacks all decline as he gets hurt. His axe also gains more attacks the more it kills, meaning that the sooner he gets into combat the scarier he'll be. Charging also makes him deadly, as he gets to roll a d6 for any enemy next to him in combat and deals d3 mortal wounds on a 4+. His Command Ability allows a single '''Khorne''' unit to re-roll wound rolls of 1. Not too bad. But being a named character hurts because it means you can't supplement him with relics or command abilities, a shame. NOTE: He is currently not listed as being a leader in match play, so he acts like Karanak. =====Bloodbound===== * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skarr_Bloodwrath_EN.pdf Skarr Bloodwrath]:''' (100pts)The End Times dude is back and he's real killy. Unusually for a Hero, named heroes, in particular, Skarr does not buff your army at all and is at his best against hordes of weak infantry by doing pretty much what the Stormcast Decimators wish they could do. He has five attacks with the cool statline of 2+/3+/-1/D1. While this seems underwhelming when compared to most other melee heroes, he does have the awesome trick of being able to exchange his attack count with the number of models in his range, which is 3", the absolute maximum for melee weapons. Now you see 30 Plague Monks, now you don't. However, even with a fixed attack count of 5, he's no hero or monster killer. Keep him to murder the small stuff, let your Mighty Lord take care of the mighty foes. Also, Skarr has a chance to come back from the dead at the end of any turn in which at least 8 models were killed, so he feels most at home in big games where 8 deaths per turn is nothing special. If that's ensured, simply throw him at the opponent in wild abandon, he'll be back anyway. Best case, he murders the faces off 7 dudes, gets killed and then you already have 8 kills together. Don't forget that whenever he's slain he'll generate a point of blood tithe. If you don't have any good horde targets just throw him in whatever area you need him and reap the rewards. ** Some interesting changes in the Battletome update. No longer dependent on models killed, but instead resurrects on 8+ from 2D6. It also benefits from extra attacks now, as the number of models becomes his attack characteristic. Finally, he gained an interesting command ability with Wrathmongers that gives them the ability of Bloodwarriors to attack when slain (not dependent on phase). * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Valkia_the_Bloody_EN.pdf Valkia the Bloody]:''' (140pts) Your own goddamn Valkyrie, which is kind of ironic with Sigmar now being Odin and all. Either way, Valkia grants rerolls to Battleshock in a big bubble, but with a twist: If you reroll and models still flee afterward, you lose another D3 models on top. If you lost so many models that even on a 1 someone flees, it might be in your best interest to not use the reroll, but it can save your ass. Valkia is also pretty good in combat, especially when charging, as her spear gains D3 damage when doing so, putting her at 6 attacks with 3+/3+/-2/D3, a profile most monsters will feel insecure over (especially your awful awful Khorgorath). Between her 3+ save and her awesome shield, she's also pretty tanky so long as you keep her away from Mortal Wounds. In other words, good as a backfield assassin, but will struggle to handle more than 5-10 model units of most factions, the weight of dice cuts through a 3+ quite easily in practice. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Scyla_Anfingrimm_EN.pdf Scyla Anfingrimm]:'''(100pts) a High number of wounds, two great attacks as well as 2D6 okay attacks onto which he adds 1 for every wound he suffered. He can also unbind spells like a Wizard, moves as fast as Skullcrushers and has an awesome rule that allows better pile-in moves. Only problem? He only has a 5+ save and no Command Ability. Oh, and 8 Wounds can be problematic in wound-counting systems, as it's rather a lot for less survivability than a Mighty Lord of Khorne. Interestingly, Scyla actually lost the Hero keyword, though he's still unique still a Monster and still takes up a Leader spot. ** Donkey Kong is a unique combination of abilities, best sent against something that can't kill him easily like dedicated ranged to let him survive a turn and get riled up. Because of how his bestial leap works, he can effectively run and extend his threat range for a reliable 8" automatic pseudo-charge. Use "at the double for" 22" of guaranteed melee threat range. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Korghos_Khul_EN.pdf Korghos Khul]:'''(180pts) You can take your Mighty Lord of Khorne as Korgos Khul (the lord from the basic set that always fights with Vandus Hammerhand and all that). He's exactly like a Mighty Lord but has two additional abilities. Favoured of Khorne lets him re-roll all failed hit rolls (because he and his dog, Grizzlemaw, HATE EVERYTHING!) and Aqshy's Bane allows him to pile in up to 8" and attack as long as he's within 8" of an enemy unit. Let that sink in: it's like he has a 13" Move (5+8) More importantly, there's no restriction on running/retreating and then piling in giving him effective run & charge, as well as retreat & charge. Also, his pet Fleshhound Grizzlemaw has the same attack profile as a lord of Khorne's fleshhound except he has an additional -1 rend on his attacks, so he is better against armour. In addition, a change-up in the new Battletome his Command ability is now unique. Where before it gave a reroll to charge (just like the Mighty Lord of Khorne) now it allows all friendly Goretide units re-roll hit rolls of 1. But there's more: he still has the Axe that instakills anything it wounds on 5+. Coupled with his re-rolls to hit, and because the instakill happens at the end of the phase where he wounds, that means each turn you have 2/3 chance of killing anything! Well, some things have saves-after-the-save that makes the two wounds a turn more difficult, but most of those Monsters your opponent has that cost him 300 or more points will get a no-return ticket to the Realm of Khorne! This means that your opponent will either keep his expensive guys out of reach from Korghos, or he'll try to kill him in one shot. Both outcomes are great because they force the hand of your opponent and lets you make him play your game. ** Do note though: His command ability now specifically only affects Goretide Khorne units. So if your taking him in an army lacking any Goretide he essentially has no unique command ability. In cases like that unless you just want to use him as a beatstick character you might be better off just taking a regular Mighty Lord of Khorne and just give him an artefact and command ability to make up for his fewer rules. Individual choice of course. ** Always make the attacks with Grizzlemaw first, since the Axe of Khorne specifically states a model that took wounds from that attack survives, you kill it on a 5+. If you wound a model, then kill it with your dog, you've wasted your chance at using your instakill. Whereas if you wound it with your dog, kill it with the axe, damage spills onto a second model, you can attempt to instant kill that one too. *'''[https://www.forgeworld.co.uk/resources/PDF/Downloads//Vorgaroth_and_Skalok_Warscroll.pdf Vorgaroth The Scarred & Skalok The Skull Host of Khorne] (Forge World):'''(1200pts. MONSTER, Behemoth) Who says only Nurgle Maggotkin can have all the fun with tanky models? Forgworld's most recent Unique Dragon & Rider and they are a true Titan you would build a list around. This has 30 WOUNDS (even Nagash and the Glottkin will feel inadequate about that) with a 3+ save, with the potential to make 32 attacks with rend and damage higher than 1, in addition to its other abilities. The pair will massacre anything they set their focus on, especially in conjunction with some Blades of Khorne buffs (hello Bloodsecrator or Warshrine). VORGAROTH can kill a model in any friendly unit to make them Fearless but also if any models flee you lose d3 more models. SKALOK can recover wounds by eating a friendly if she rolls under their wound Characteristic. Wizards subtract 3 from rolls when they are near this model. VORGAROTH and SKALOK are a giant blender, Recommended to start in reserve using their Eternal Hunt rule to avoid first turn shooting, then deploy them near the usual Bloodbound Support to turn your blender into a blood Hurricane. **Hilariously powerful in melee, but effectively useless in a game based entirely on objectives, a great collection piece, but it will lose every single game vs a semi decent opponent. =====Other===== {{anchor|FWSkaarac}} *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/warhammer-aos-skaarac.pdf Skaarac the Bloodborn, Greater Khorgorath of Khorne] (Forge World)''': (420pts, Monster, Behemoth)The first AoS creation by [[Forge World]], this is a massive snowflake Khorgorath (although curiously no Khorogorath keyword). It comes with a hearty 16 wounds and can kill with its boiling hot blood, massive hooves, and brutal blades. This latter weapon starts with a whopping 8 attacks at 3+/3+/-2/2. Which is pretty dang scary. If it kills any models in the combat phase it heals D3 wounds. It also has two 12" aura effects: -2 to casting rolls, and -1 to enemy Bravery. When he dies, he explodes, causing every enemy model within 3" takes a Mortal Wound on a 4+ (rolling per model). His command ability allows '''Khorne Monsters''' to reroll charges if they're wholly within 12".
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