Editing
Age of Sigmar/Tactics/Chaos/Blades of Khorne
(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!
====Generic Leaders==== =====Daemon===== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodthirster_of_Unfettered_Fury_EN.pdf Bloodthirster of Unfettered Fury]:''' (270pts. Monster, Behemoth) The first of the non-unique Bloodthirsters it shares the same 14 wounds, 4+ save, 10 Bravery, flying and slowly decreasing movement as all the other Bloodthirsters, this one packs a Lash of Khorne and a Mighty Axe of Khorne. The Lash can put out respectable damage at range 12" and can prevent a unit from withdrawing from combat. The Mighty Axe lives up to the name dealing 6 attacks that start at 3+/2+/-2/D3 with the wound roll going down to 3+ at 4 wounds suffered and 4+ at 10 wounds suffered. The Fury Thirster comes with an aura that can damage enemies within an 8" bubble, and his command ability allows '''Khorne Daemons''' wholly within a 16" bubble to pile in 6" instead of 3". Good stats and a good hero slayer, the Bloodthirster of Unfettered Fury wants to be in the center of your battleline to dictate how and when combat occurs. Can be summoned by any Khorne hero, but like the other two, it takes a full 8 Blood Tithe points. ** Seems underwhelming on a first read, but 6" pile in gives you a reliable counter to Always Fights First shenanigans, along with effective run/retreat and "charge" so long as you end that move within 6". ** Modeling/strategy tip: you can assembly the Bloodthirster as either of its three variants with the bits included in the box. You can magnetize the arms/weapons with not too much work (use green stuff to fill the gaps) so you can swap them and use the same model as each of its variants, and deploy one or another against different opponents. Be aware, though, that the points cost of each variant is different. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodthirster_of_Insensate_Rage_EN.pdf Bloodthirster of Insensate Rage]:''' (270pts. Monster, Behemoth) The second Bloodthirster trades the Lash and Axe for a single great axe with the ability to deal mortal wounds in an 8" bubble on wound rolls of 6 or more. It packs fewer attacks, starting at 5 and dropping down to 4 at 7 wounds suffered and 3 at 13 wounds suffered, but the attacks always have a 4+/2+/-2/D6 profile <s>and if you charge, you get to re-roll 1's to hit</s> which you get anyway, because he's a Greater Daemon and gives off a Locus of Fury aura. His command bubble is 16" (8x2, noticing a pattern here?) and gives ''''Khorne Daemons''' the ability to re-roll charge distances. Useful to help ensure you get the alpha strike. Try giving him the Ar'gath, the King of Blades artefact so he hits heroes on a 2+! If your [[LGS]] is Friendly, and don't have any [[That Guy|guys]] who always says ''what you see is what you get'' (WYSIWYT "rule") then you shouldn't have any problem with building your Bloodthirster as you like and just say what loadout it's running. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Wrath_of_Khorne_Bloodthirster_EN.pdf Wrath of Khorne Bloodthirster]:''' (300pts. Monster, Behemoth) The last of the Bloodthirster trio, he keeps the mighty axe of the Unfettered Fury BT but trades the lash in for a bloodflail and a 8" breath weapon that deals D3 mortal wounds to a unit in range on a 2+. The flail makes a single attack at 12" with a 3+/3+/-1 profile but deals a whopping 6 damage, which goes down to 3 than D3 as you get more wounded. The Wrath BT is made for hunting down heroes and monsters, as he re-rolls ANY hit rolls against them. Khorne's hatred of sorcery also allows this BT to make one unbinding attempt with a +2 bonus which is pretty nifty for fucking with wizards, and now may also attempt to dispel an endless spell. Instead of the bubble of the other two 'Thirsters, the Wrath BT's Command Ability targets a single '''Khorne Daemon''' unit wholly within 16" and grants it the ability to reroll all hit rolls for the combat phase you use it in. {{anchor|FWExalted}} *'''[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/AOS-Exalted-Daemon-of-Khorne.pdf Exalted Greater Daemon of Khorne] (Forge World)''': (540pts. Monster, Behemoth) Special rules commemorating the re-release of the super-big FW Thirster. It gets jacked to ''20 WOUNDS'' and a 4+ save armed with the same gear the Unfettered Fury Thirster gets. In fact, he gets all the same rules as the Unfettered Fury, just now with a shitton, more wounds. (Edit: the AoE that causes mortal wounds goes off on a 5+ rather than a 6+ on his guy). Really, save yourself the money and don't buy it just to use these rules. ** Can be summoned for 16 Blood Tithe points. If your army includes an Exalted Greater Daemon of Khorne, the maximum number of Blood Tithe Points you can have is 16 instead of 8. **He also has two more additional attacks than Unfettered Fury and teh axe does a straight up 3 damage instead of D3. Give him the gear to cause additional attacks and automatic mortal wounds on a roll of a 6 and watch your opponent cry. The tears (and blood) will flow even more so if you bring a couple priests to give it a 3 up armor save and heal D3 wounds a turn... *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodmaster_Herald_of_Khorne_EN.pdf Bloodmaster, Herald of Khorne]:''' (80pts) A Herald on foot, at first glance a pretty cheap standard hero making 4 3+/3+/-1/1 attacks with the usual 6's to hit cause mortal wounds deal. His true usefulness is triggering your Locus of Fury and with his 'The Blood Must Flow' special rule you can get some attacks in with him first then pile in with your bloodletters. ** Note the Blood Must Flow rule uses '''Bloodletter''' as a keyword meaning it works on any model with that keyword. Now look down the warscroll and see Bloodmasters have the Bloodletter keyword (as indeed do all Bloodletter heroes, including Skulltaker) meaning if you take multiple of these guys they can proc each other. Worth remembering if you ever have two of them within 8" especially since your second Bloodmaster can still use his Blood Must Flow ability too. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skullmaster_Herald_of_Khorne_EN.pdf Skullmaster, Herald of Khorne]:''' (120pts) A Herald on a juggernaut, 40 points extra compared to the Bloodmaster gets you 3 juggernaut attacks (3+/3+/-/1) +3" move and +1 wound. Of debatable use. He can keep up with your bloodcrushers to proc their loci but so could a Bloodthirster or Khorne Dameon Prince. He loses the Blood Must Flow Ability and swaps it for the bloodcrusher's faux hammer of wrath rule meaning he doesn't actually do anything to buff your army and he is simply not strong enough to be considered a worthwhile close combat hero. ** Can make Bloodcrushers Battleline if you make him the General, why you would though is a bigger question (since Bloodcrushers kind of suck compared to Skullcrushers, and there are way better options for a General). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Herald_of_Khorne_on_Blood_Throne_EN.pdf Herald of Khorne on Blood Throne]:''' (120pts) A Herald on a chariot, same points as a Skullmaster swaps your three juggernaut attacks for two Bloodletter crew attacks (4+/3+/-1/1 6's cause mortal wounds) and the chariots gnashing maw attack (4+/3+/-1/D3 restores D3 wounds for each wound caused) and +1 wound. While the Skullmaster swapped the Blood Must Flow rule for the standard bloodcrusher rules, the skull throne swaps them for a range buff for the generic command abilities. While the battleshock test one is useless for daemons, you can have an easier time making the units who need charge rerolls get it. And you're more survivable than before, so the Blood Throne might be useful now. Emphasis on might. **The 3.0 FAQ has granted the throne the {{AOSKeyword|Totem}} rule, which expands the range of their command abilities considerably. Another might, in this case, might be useful in covering your ass with your bloodletter buddies. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Deamon_Prince_eng.pdf Daemon Prince]''': A 12" Flying Melee fighter, Always fighting before everyone else. With their CA they can rush forward and slow enemy within 18" by halving their run & charge rolls, making it harder to charge first or run away. Strictly speaking, that is straight up one of the best CA in the game, even though Khorne is an army that needs to get in combat as quickly as possible, watching your opponent struggle to move around the board and capture objectives all while watching that unit of Kurnoth Hunters fail the 6" charge to massacre your Bloodsecrator is precious. The DP does his best work as a General in the Goretide to screw with enemy movement while your 'reavers run everywhere and he gets that +1 damage on all his weapons with Hew the Foe. He also works in an all out Brass Stampede army to make sure your Skullcrushers get that charge. He comes with a weapon choice of an Axe hitting with a 3/3/-2/2 or a sword that has a 4/3/-1/d3 attack profile and does 2 MW on a 6, if you put Dimensional Blade on his claw (3 attacks with 3/3/ - /2), suddenly you have two high rend attacks on 3's and 3's (just saying). Oh yeah, he also gets +1 to hit on the charge. So basically you get a fast daemon that with a little tweaking can become a massive beatstick with one of the best CA in the game... for 210 points (and he's only $41 on GW's website...) He can smack your opponent in the face before anything else in your mortal army can or you can fly him after lines are met to crush your opponents throat in (or sneak him between enemy lines to slap Nagash in the face) the possibilities are as endless as the rivers of gore he will surely create. =====Bloodbound===== * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Mighty_Lord_of_Khorne_EN.pdf Mighty Lord of Khorne]:''' (140pts) The Mightiest of Khorne Lords (we assume), your standard Lord of Khorne has a dog friend to accompany him on the battlefield. The Flesh Hound he takes along with him is all well and good with 4 3+/4+ attacks (Even more if the blood is flowing). The real feature here is the Lord's Axe, which has a possibility to rip a hole in the fabric of reality to suck in a victim after they take an unsaved wound (Watch Nagash go POOF!). That means all you need to do is Inflict one wound on your opponent's Lord-Celestant and roll a 5+ to send one of Sigmar's finest to the Realm of Khorne himself. You might not be able to pull this off in every skirmish, but the look on your opponents face when you do is well worth the price of admission. Stormcast Eternals will be giving your Mighty Lord of Khorne a wider berth after witnessing that once or twice. And do not underestimate his Command Ability: vastly improving the charge of three '''MORTAL KHORNE''' units within 24" AND himself can make or break many a game, and is less of a one-time thing than you may think. You should also consider the incredible gift of his Flesh Hound's collar, which lets him unbind spells like a Wizard once per hero phase. You know how with Wizards you have to do a careful dance of positioning to make sure they're close enough to the other Wizard to unbind but far enough not to get ripped to shreds? Charge him right into the fray, unbind spells and smashing puny casters in the face. Between him and the Bloodsecrator, they put a hamper on casters. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Lord_of_Khorne_on_Juggernaut_EN.pdf Lord of Khorne on Juggernaut]:''' (160pts) Oh heck yes. 8 goddamn Wounds with a 3+ save to make for a tough motherfucker, even more so since he's got a 5+ save against magic bullshit. Then he's got some great melee capability, especially with all the buffs this army's got going and finally he has a Command Ability that grants up to 3 Mortal Khorne units +1 to Wound in melee so long as they charged this turn. Pick Valkia and Skarr Bloodwrath and watch the enemy lines shrink to nothing. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodsecrator_EN.pdf Bloodsecrator]:''' (120pts) This guy is the meat and potatoes of your forces: A Bloodsecrator can stand in the back of your forces and wave his giant honking banner around to boost your infantry to unimaginable amounts of damage. Just by being within 12" of the Bloodreavers they gain an extra attack, but activating Rage of Khorne brings them up to three attacks each. And if the blood is already flowing? A group of twenty of these crazed cultists is going from 21 attacks to a grand total of '''61 attacks'''!!! in just one combat phase. And on top of all that, he also fucks with enemy casting. Just send the Rage of Khorne coursing through your forces and watch your lowly knife-wielders turn into full-on berserkers that will gladly throw down their lives in the service of the Blood God. Does a Bloodsecrator even have attacks? Who cares. He can't move for a turn? Good thing you have more than enough Bloodreavers for a blood-soaked daisy-chain all the way to your back line. Does he have a Save? Yes, actually. 3+ even, making him pretty tanky. Now shut up and open another portal. ** Something else to consider: The Bloodsecrator targets '''KHORNE''' units with his ability, not '''MORTAL KHORNE'''. You know how the only negative thing about Bloodletters, the lesser Daemons of Khorne is the fact that they only attack once and Khorne Daemons dish out no buff to increase that? Good thing your Bloodsecrator very much does. Now your Bloodletters can swing their scary swords with twice the attacks...so why do I want Bloodreavers again? ** The Crimson Plate on this guy in cover gives him a 2+ Re-Rollable save. Nuff said. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Exhalted_Deathbringer_EN.pdf Exalted Deathbringer]:''' (80pts.) Not so much a general as a trusted lieutenant, Command notwithstanding. Unless you're fighting a magic-heavy army (and I mean, very heavy) then you should always take the Ruinous Axe & Skullgouger, as it's basically the best thing about him, letting him deal a rather disturbing amount of damage by simply passing his safe, or the or Impaling Spear that on unmodified 6's to wound dealing D3 mortal wounds on top of his normal damage . Keeping him near a Khorne general gets him +2 attacks. These guys won big as second in command killers while also keeping your marauders from running away. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Aspiring_Deathbringer_EN.pdf Aspiring Deathbringer]:''' (80pts) An Exalted Hero with slightly weaker weapons but increase Battleshock casualties and His Command Ability also makes other '''MORTAL KHORNE''' units wholly within 12" of him gain a +1 attack, which makes every deadlier. Taking him to boost Khorns DPS even further. ** Alternate Take: Bloodstoker is better in combat and doesn't need command points to use his ability Or get an Exalted Deathbringer with exceedingly better weapons and the invulnerability to battleshock trait that just became way more useful. Unless you're running a list that is going purely for jacking up attack characteristics, there are better options and this model can be used to still represent one of those. ** On Second Thought: Khorne's methods are a game of capitalizing strength. This is the hero you bring to make a morale phase into a serious problem, always active but usefulness depends on the enemy. On the other hand for the price of a command point suddenly that extra attack to both his weapons and Mortal Khorne 12" around him can make a significant difference. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Slaughterpriest_EN.pdf Slaughterpriest]:''' (100pts.) This guy's not meant for killy but a profane cheerleader, adding to Khorne's Heroic buff squad. You use him to unbind magic (because Khorne hates magic) and knows 1 prayer + a prayer force an enemy to run towards your nearest unit by 3-6" (one of the better tactical pryers despite appearances). Remember the Lash of Submission from 40k? Yeah, it's just like that, but even meaner. He's how you funnel your enemies to a battle they can't win if they suck at fighting or bang up a big guy. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skullgrinder_EN.pdf Skullgrinder]:''' (80pts.) You know Age of Sigmar hasn't lost the Warhammer touch when you see that the sacred smith doesn't attack with his hammer, but HIS ANVIL. He swings it so hard he gets 2 3+/2+/-1/3 attacks. Yes, that's damage 3, not D3. He also adds +1 Bravery to other Mortal Khorne units within 12", which won't make your Bloodreavers brave or anything, but it might help your Blood Warriors and Skullreapers a bit. He's also got this neat special rule where, if he kills an enemy Hero or Monster, he gives all Mortal Khorne units within 8" the ability to roll 2 wound rolls if they get a 4+ on their Hit rolls '''for the rest of the game'''. Get him a few bonus attacks and that Hero/Monster kill is either assured or your opponent will be running the hell away from your Skullgrinder, both of which are great outcomes. Note: Skullgrinder's ability doesn't just apply to close combat attacks, team him up with some Marauder Horsemen with Javelins to give your opponent a nasty surprise! ** Got nerfbuffed from the battletome update. He's completely lost the ability to give extra hits after slaying a hero, that ability graduated somewhat to the new 8 Blood Tithe point cost Slaughter Triumphant. In return, he's gained an extra attack, and the ability to bitchslap any single Hero/Monster within 2" with D3 Mortal wounds on a 2+. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodstoker_EN.pdf Bloodstoker]:''' (80pts.) Need a little more rage in your blood? Have the Bloodstoker whip your other guys into shape. Most people seem to focus on the fact that he lets the unit he whipped reroll Wound rolls, but his other buff is actually much more potent. +3 to run and charge helps you out A LOT with getting your guys into melee, especially if you picked the otherwise painfully slow Skullreapers. And every turn you're in melee is a turn you're winning, so him getting you there faster is wonderful. That said, don't discount the rerolls and do remember that he targets '''MORTAL KHORNE'''. Also, the guy himself is actually a decent fighter by virtue of having two weapons and thus profiting doubly from all your attack buffs and can actually use his whip to fight from the second row, even behind big models like Wrathmongers. And when you think you've had enough fun whipping shirtless guys around you can always throw the Bloodstoker to the wolves in order to keep the blood flowing. ** Do you like chaos Chariots? Great, because the Bloodstoker does, too. They will outpace him but applying will add 3 more dice to its impact hit, letting it deal more mortal wounds on top of rerolling to wound. =====Slave to Darkness===== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_eng.pdf Chaos Lord]''': He is a big brute, putting out a lot of killing with ether weapon option. He is good for other mortal Slave to Darkness as his CA let a unit swing twice during combat and Khorne does have many Melee buffs. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Demonic_Mount_eng.pdf Lord on Daemonic Mount]''': Your budget (for a Slaves to Darkness character) mounted Lord. With the new update, cursed warhammer now has the potential of mortal wounds on 6s to hit, with the added bonus of healing d3 wounds for killing whelps with your big mallet. Also great for other Slaves to Darkness units as his command ability only affects the mounted options, but provides a re roll to their charge and +1 to hit. Combined with Killing Frenzy to ensure all your swings get a chance to kill. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Karkadrak_eng.pdf Chaos Lord on Karkadrak]''': The new mounted lord has arrived, and he rode in style as a fully plastic kit. Wow does this character scream build around. 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 13(!) attacks across 4 profiles, has mortal wound potential both on the charge and with his sword, and can heal with his attacks with his big axe. Sporting classic mortal wound protection that Slaves to Darkness units are spoiled with, and the same command ability as his horse riding brethren, he is an excellent pick for a Slaves focused army. Pair him with some Chaos Knights or Chariots and reap all the skulls you can. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Manticore_eng.pdf Chaos Lord on Manticore]''': The Lord on Manticore can have a choice between Flail and Sword, with the Sword being better in most circumstances and a choice between Runeshield, Daggerfist, and Lance. The Lance might be awesome, but since everyone and their grandma will be gunning for your Manticore, the 5+ save against Mortal Wounds might be the best choice. The Manticore is no slouch itself in addition to rerolling Hit against Monsters for its Claws and Jaws attacks. His Command Ability allows a unit of Chaos Warriors wholly within 18" to reroll charge and Battleshock rolls. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Exalted_Hero_of_Chaos_eng.pdf Exalted Hero of Chaos]''': A shit Aspiring Deathbringer with D6 3+/3+/-1/1 attacks and can fight twice. He gets a +1 to hit vs Characters and Monsters and if he somehow kills one he heals D3 wounds. Yeah probably don't? =====<span style="color:brown;">Beasts Of Chaos</span>===== Must be included in a Brass Despoilers battalion. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-beastlord-en.pdf Beastlord]:''' (90pts) Although slower and will reach battle a turn after the other gors, he is a stong fighter and grant lets other Brayherd wholly within 18" re-roll all wound rolls if he kills something, giving you another re-roll the turn after using the Brass Despoilers. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doombull-en.pdf Doombull]:''' (100pts) Fast moving 7" of monstrous beef wielding a big axe that deals mortal wound and inspires slightly smaller monstrous beef to wound better.
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