Editing
Warhammer/Tactics/6th Edition/Chaos
(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!
====Lords and Heroes==== Note: all of these except the Marauder Lords & Aspiring Champions come with Chaos Armour built in. Chaos Armour affords a 4+ save, and Wizards can cast spells whilst wearing it. * Lord - an extremely solid combatant, excellent stats all round, with only Leadership 9 to make them anything less than perfect. Amongst a bevy of weapon options my personal favourite is the flail and shield: this grants the traditional war engine wrecking Strength of 7 for one round of combat (should be all you need with that many Attacks), allows him to strike first in most subsequent rounds (Initiative 8, after all) and rack up a 3+ base save, easy reach of a 1+ if you slap him on a Chaos Steed. * Exalted Sorcerer - a level 3/4 wizard sporting the kind of combat stats most armies have on their Heroes; no weapon options, but a full range of nasty mounts. Won't give a Vampire Lord a run for their money but can be trusted to hold their own against line troops. In the right army, with proper precautions taken against Panic (i.e. big units of anything un-Marked, Marks of Khorne or Slaanesh on what needs 'em), can make a worthy General in place of the Lord. Can take magic armour options and probably should. * Exalted Champion - the only thing Hero standard about this fella is Wounds and Leadership, everything else is firmly Lord grade. Chiefly notable for their access to Daemonic mounts: middleweight monsters that don't take up extra Hero slots, unlike Manticores and the like. Same kit as the Chaos Lord and to be honest the same guidance applies: flail and shield unless there's a good reason not to. * Aspiring Champion - a budget Hero with no access to Daemonic Mounts, more average Hero stats and a special rule that says they can't be General unless nobody else is present to take the job. A good candidate for the Mark of Tzeentch as they're cheap enough that the premium price doesn't have so much impact. Also the Army Standard Bearer option, and able to be mounted on a Chaos Steed or Chariot for excellent saves in spite of flag-waggling. * Sorcerer - level 1/2 wizard option, with the same "can only be boss if nobody better is around" rule as the Aspiring Champion. Has a limited range of nasty mount options (the generic Daemonic Mount and the Steed of Slaanesh) but the basic Steed is probably the good one. Deceptively tough for a wizard, as that Chaos armour and solid Weapon Skill goes a long way, but only has one attack so don't be expecting much. Unless, of course, you take the Lore of Fire and a Spell Familiar, and hope for Flaming Sword of Rhuin... * Marauder Lord of Skeggi - Tucked away in the pages of [[White Dwarf]], for a cost of 15 points less you're getting a Chaos Lord who is stuck with only Light Armor and an optional (+3 points) Shield, but the ''exact'' same statblock. Same Chaos Marks, can take an additional hand weapon, great weapon or a flail. Additionally, it can only ride either a Warhorse, a Chariot, or a Cold One. * Marauder Aspiring Champion of Skeggi - As with the Marauder Lord, you're basically getting an Aspiring Champion with crappier armor and restricted mounts (Warhorse, Chariot, Cold One) for -15 points; they can even be your Army Standard Bearer. As such, probably an even better choice to slap the Mark of Tzeentch on, since 65+70 is still less than 80+70 for an ass-whupping level 2 Wizard, even if they lack that sweet Chaos Armor save. Hell, you could always give them a shield and a Cold One steed for a Wizard who causes Fear and has a, what, 3+ Armor Save? =====Mount Options===== * Chaos Dragon - at 360 points and a Hero slot this thing isn't cheap, but it sports two breath weapons, a 3+ save and sixes across the board in the stats department. If you just want the flying and the ''terror'' take a Daemon Prince or even Exalted Daemon, but if you absolutely must put more killing power under your Chaos Lord, this is the way to do it. * Daemonic Mount - a couple of solid attacks and a Daemonic Ward save to keep it alive. Give the rider the Enchanted Shield and you're looking at something considerably safer than the usual character on non-cavalry mount. * Juggernaut of Khorne - probably the best of the bunch as far as Exalted Champion mounts go. Has a 4+ armour save of its very own on top of the Daemonic Ward, which is very nice, and WS that basically makes it hit like a Knight Champion. * Disc of Tzeentch - lousy in a fight but still has W3 and flies 15" per turn. Many of the risks inherent with monstrous mounts go away for Tzeentch characters thanks to the Golden Eye, which keeps them both protected as they zip around spamming spells from medium range. * Steed of Slaanesh - lower S and T than the Juggernaut or Daemonic Mount, but my God it's fast at 10", and also sports a respectable I5 for those longer combats. Also the cheapest of the bunch, probably because it's that little bit more likely to die. * Chariot - at 120 points it's not cheap, but it affords bonus armour, brings impact hits, and covers a goodly amount of ground. A great mount for your Sorcerers, since both are best used in pairs anyway. * Chaos Steed - the budget option (budget being relative, it's still 24 points with mandatory barding), but don't knock it, any Chaos character can hop onto one of these, grab a shield and enjoy a 1+ armour save. While this is normally an extremely desirable default standard, the Daemonic Mounts are strong and fast and cheap enough to be worth taking instead and it's not like Chaos heroes really hurt for armour saves. If points are tight, this is your go-to, but otherwise it's acceptable to spring for the Daemonic version. * Warhorse - Marauder Lords and Marauder Aspiring Champions only. It's a Chaos Steed with -1 Strength and no Barding, with its only real saving grace being that it is truly the el cheapo option amongst the steeds at +14 points for Marauder Lords and +6 points for Marauder Aspiring Champions. * Cold One - Marauder Lords and Marauder Aspiring Champions only. This sucker is expensive; +45 points for a Marauder Lord and +37 points for a Marauder Champion. Statwise, it's a Chaos Steed with Movement 7 instead of Movement 8 and Toughness 4 instead of Toughness 3, plus the addition of the special rules Cause Fear, Thick-Skinned (+2 Armor Save), and Stupidity - luckily for you that its riders come with Leadership 9 and 8, huh? Plus a free re-roll of Psychology Tests due to the Mark of Chaos Undivided, though if you're truly afraid, you can take the Mark of Slaanesh and make them Immune to Psychology.
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