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==Universal Enchancements== Other non Warclan Specific Enhancements, available to every clan: ===Triumphs=== A new development, Triumphs are '''once per game buffs''' you can trigger for a turn ''when the points total for your army is less'' than that of your opponent. You can pick one. You can pick the same triumph more than once if you wish when you pick your additional ENCHANTMENT. <tabs> <tab name="Triumphs from corebook"> #'''Bloodthirsty:''' Once per game you can re-roll one charge roll for a unit. Mostly for when you seriously need that one unit stuck in. #'''Inspired:''' Once per game when a unit is chosen to shoot or fight, you can use this to add +1 to their wound rolls. Turns your 3+ to 2+ to wound. Very good. #'''Indomitable:''' Once per game you can outright declare that one unit automatically passes battleshock and loses no models. </tab> </tabs> ===Orruk Warclans Mount Traits=== Mount Traits are {{AOSKeyword|Enchancement}}s that {{AOSKeyword|Hero}} of every clan can take, it doesn't matter if it's a Mawcrusha, Gnashtooth, Mirebrute Troggoth, Maniak Weirnob's Boar or other {{AOSKeyword|Mount}} (not a keyword). You can take one for free for your {{AOSKeyword|Orruk Warclans Hero}} and more for picking additional enhancements for battalions.(Core Rules FAQ 2021) Named characters can't take mount traits because they can't take enhancements. Some mount traits are only available to {{AOSKeyword|Monster}}s. '''Tough 'Un:''' {{AOSKeyword|Monster}} only. This hero's stats won't degrade until they lose over half their wounds, which is a mighty promising buff. * Not worth it on Mawcrusha. Mawcrusha is starting to lose an attack, 1 destructive bulk and 2 move at 11 wounds when half of it's wounds is going to be 9+ (since number of MK wounds increases when enemy models killed by it). '''Fast 'Un:''' Once per battle your hero can move in the hero phase. * Trait that provides a very strong tactical advantage, an ability to position your powerful (and usually fast) unit before he moves and charges. * A mawcrusha with this trait can move 12" in hero phase with Mighty Destroyers and then move 12" with Fast Un' trait and then move 12" in movement phase and then it can charge 2d6. Now your opponent has a cabbage in his backline eating his expesive units turn 1. * Same can be done with Kruleboyz {{AOSKeyword|Monsters}}s, you can cast 6+ Sneaky Misasma on them for additional movement in hero phase. This trait puts Snatch in a Snatcha boss! Go get this expensive on-foot character! * Ironjawz can Move in hero phase with this trait and then charge with Mighty Destroyers, preventing your opponent from using Unleash hell or Redeploy. '''Mean 'Un':''' {{AOSKeyword|Monster}} only. Whenever this hero uses the Stomp monstrous rampage, the target suffers d6 MWs on a 2+ rather than d3. *Good trait that stacks really well with other impact MW hits like Megaboss Hulking Brute trait and Mawcrusha's Destructive Bulk ability (Stomp) * Keep in mind Monstrous Rampage only works the in end of the '''charge phase'''. While Megaboss Hulking Brute trait works after general makes a charge move! * Good against heavy armored units because they can't roll armor saves against this. * Can you declare Stomp in the end of your enemy charge phase if you charged? Because Ironsunz command ability allows you to charge in the end of enemy charge phase? Only Ironsunz bosses know the answer. (probably) * If your opponent is SCE he may choose Astral Templars subfaction - that wound make his units entirely immune to any monstrous rampages. (but not his NAMED characters, most of them are from Hammers of Sigmar and can't recieve Astral Templars keyword) '''Loud 'Un:''' {{AOSKeyword|Monster}} only. Whenever this hero uses the Roar monstrous rampage, it affects ALL units within 3" rather than just one of them. * Prevents issuing and recieving command abilities in the following combat phase for three units in 3'. (by roaring at the end of your charge phase) * Prevents All-out Defence and also prevents heroes from using other command abilities simultaneously if they are together. * Situational (like Roar) and it's value depends on opponents command abilities and stacked together heroes. * Be careful of SCE Astral Templars because they are immune to any Monstrous Rampage. '''Smelly 'Un:''' If this hero has not charged on this turn, then all melee attacks against them take a -1 to hit. It's at least a minor perk when dealing with prolonged combats. * Not bad for a tanky Hero that is going to stuck in and stay there forever. Keep in mind -/+ hit debuffs/buffs don't stack more then -1/+1. But you can prevent +1 to hit buff with one -1 to hit debuff and then apply another -1 debuff from another source. (value of buff/debuff can't be more than +1/-1) '''Weird 'Un:''' This model has ward of 4+ against wounds and mortal wounds caused by spells and endless spells. *Nerfed from previous edition and now only saves from mortal wounds from spells on 4+ Instead of just negating spells on 4+. Still a pretty good trait against magic armies.
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