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===Chaos Warscrolls=== '''Chaos Siege Gargants:''' '''Chaos War Mammoth:''' '''Gigantic Chaos Spawn:''' '''Preyton:''' Yes, it looks weird, but it's pretty useful. It's fast, you can set it up almost anywhere, and it's decent at combat (but also fragile). The great thing about it is that if it manages to wound something with its soothing attack, then that unit has -1 to hit until your next Hero Phase. Teleport it near some crucial enemy unit, shoot it and reduce the accuracy of its guys, then charge it with some other nearby unit to guarantee a nasty battle. Problem is that you have to set the Preyton up on your first movement phase, and that its shooting attack it's very weak, but it's still a pretty versatile and useful Monster. '''Skin wolves:''' Warhammer werewolves, but they're not Death nor Beastmen units, but Chaos, remember it. They're fast and reasonably damaging, but quite fragile, so you'll have to part with them very soon. Their double leaping pile-in can be useful to attack Heroes hiding in a unit, or even avoid them and start killing the unit itself. '''Warpfire Dragon:''' The weird cousin of the Carmine and Magma dragons, that tries to be useful but ends up causing disasters everywhere he goes. Yes, he can be pretty killy, and it's fast, but he's too random and fragile to trust him with anything but suicide/distraction attacks. If your opponent has some elite ultra-armoured big unit, he can make a good name for himself, though, because he spits mortal wounds by every orifice of his body. ====[[Age of Sigmar/Tactics/Chaos/Skaven|Skaven]]==== '''[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/aos-monstrous-arcanum.pdf#page=4 Brood Horror]:''' (Clan Moulder FIGHTING BEAST 160pts). Your [[Macharius Heavy Tank|Macharius]] to a [[Baneblade]]. It's not that impressive. Its rules read like they took the rules of the Abomination, made the move the above-average roll on a 2d6, improved the save by 1, knocked off 4 wounds, most of the abilities, and nerfed it's weapons a tad. One of them appears to be designed to fight from behind a line of your chosen Battleline, with a 3" range, but it only has 3 attacks with it, the average 3+/4+, no rend and 1 damage. It shines from the fact it's not a Monster and its other weapon is 6 attacks 3+/4+/-1/D2. Not too shabby. If you want a livelier pose (and pay less), Skavify a Carnosaur. The 40K Lord Discordant offers a good model if you want a more mechanized look. '''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-skaven-warlord-on-brood-horror.pdf Clawlord on Brood Horror]:''' (Verminus, Behemoth 160pts) A Clawlord riding a giant rat and getting +3", +3 wounds, d3 wound regen, and a +1 Bravery Aura. Also bumped the blade's Rend to -2 for whatever reason (although it does lose 'Cornered Fury'). Don't have the monster keyword so it doesn't lose Scurry Away and gains the full benefit of Verminous Valor (which is strange given the giant rat). The rat itself is no slouch with two weapons putting out a total of 9 well hitting and wounding attacks. After a massive point drop to 160, this unit is seriously worth considering over a Clawlord. With Verminous Valor a Clawlord on Brood Horror can be a massive pain the arse and likely worth the 60 extra points if you can spare them (do you ''need'' that extra endless spell?). '''[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/aos-monstrous-arcanum.pdf#page=28 Skaven Wolf Rats]:''' (Clan Moulder, PACK, Min:5 Max:30 100pts). Giant Rats on steroids. With a Save to boot. Gets +1 to wounds the turn the charge. When normally hitting on 3s and wounding on 3s, have them charge, and keep them all in range of a pack of Packmasters or a Master Moulder, they're hitting and wounding on 2s. Overall, a very solid and relatively cheap cavalry option that'll rip into any soft target you launch them at. The cheapest way to convert them (and still look good) is Chaos Warhounds with Stormvermin heads (add gasmasks and beads and you also have 10 Skryre Acolytes) ====[[Age of Sigmar/Tactics/Chaos/Slaves to Darkness|Slaves To Darkness]]==== '''[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/aos-monstrous-arcanum.pdf#page=25 Sayl the Faithless]:''' (Mortal wizard, 200pts) A <del>nice wizard</del> wizard that was already hard to justify and has been rendered redundant by the new battletome. Only casting one spell a turn is disappointing, <del>but his special Traitor's Mist spell makes up for it</del> especially when you can get a nearly-as-good version of his unique spell from the [https://1d4chan.org/wiki/Age_of_Sigmar/Tactics/Chaos/Slaves_to_Darkness#Lore_of_the_Damned lore spells (Mask of Darkness)] on any other wizards that cost half the points or cast twice as much. The only way to justify him is if you build a list focused heavily on alpha strike and want to use both Traitor's Mist and Mask of Darkness to teleport 2 units in the same turn. Can also deal D3 mortal wounds to a unit within 8", which can be handy for picking off wounded heroes or forcing battleshock. Finally, if Nightmaw is around (less than 3" away) Sayl can redirect his wounds on him/her/it on a 4+. '''[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/aos-monstrous-arcanum.pdf#page=25 Nightmaw]:''' (Must be taken with Sayl the Faithless) Sayl's pet is a cute little hellspawn devoted to his master. 6HP, a 4+ save (increased to 3+ against spells and shooting) coupled with a special 5+ save against mortal wounds, as well as healing himself 1 wound per turn, makes him a competent enough distraction. He is capable of tying up and slowly making his way through a basic infantry unit, but he should only really be considered to tank wounds for Sayl. '''[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/aos-monstrous-arcanum.pdf#page=9 Cursβd Ettin]:''' (Monster, Behemoth, 200pts) A two-headed monstrosity. Its fists can do plenty of damage and heal if it kills something, has plenty of stomp attacks. it has an attack similar to Banshees that affect every enemy unit within 3" and deals D3 Mortal wounds if you beat its leadership on a 2d6. it also has an ability to kill a single model with less than 3 wounds on a 6+ giving you the of chance to kill a pesky leader, Special weapon or Musician.
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