Editing
Age of Sigmar/Tactics/Chaos/Beasts Of 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!
==Allegiance== ===Battle Traits=== *'''Beastherd Ambush:''' You can set up a '''Beasts of Chaos''' unit into ambush as a reserve unit instead of setting them up on the battlefield as normal. At the end of your first and second movement phases, you may place them within 9" of the board edge and more than 9" away from any enemy models. Add 1 to charge roles for units that arrived from reserve that turn via Beastherd Ambush. Models that are still in reserve at the start of the third battleround are slain. **specifically notes that this ability allows you to place your entire army in reserve instead of setting them up on the table. So definately somthing to consider. Also much improved as now it applies to everything rather than just Brayherd units like in the past. Also while obviously bad to lose units their are abilities that may even encourage you to keep them in reserve even if slain. More on that below. *'''Masters of the Winderness:''' In your hero phase if your general is in reserve at the start of that phase you recieve 1 additional command point in addition to any else you get. *'''Rituals of Ruin:'''A unique set of heroic actions you may carry out in addition to the usual heroic actions you get. You can only carry these out in your hero phase specifically, however you can carry out all of them in the same phase though each must be carried out by a different hero. If you choose to carry out a ritual you must allocate Dd3 mortal wounds that cannot be negated to that hero or to another friendly Beasts of Chaos unit within 3" of the hero. If the mortal wounds slay the hero than the heroic action has no effect. In addition in your hero phase you can carry out '''ONE''' of the heroic actions listed with 1 friendly Beasts of Chaos hero that is in reserve. If you do so that hero automatically takes Dd3 mortal wounds that cannot be negated. Again if these mortal wounds slay the hero the heroic action fails. If the heroic action instructs you to pick an enemy unit, pick a point on the battlefield edge and the effect is counted as coming from that position. If the Heroic action calls for picking a friendly unit the hero can only pick itself as the beneficiary of the ritual of ruin. Rituals are listed as follows: #'''Warping Curse:''' Pick one enemy unit within 12" of the Beasts of Chaos Hero carrying out this heroic action. That unit suffers Dd6 mortal wounds. #'''Blood Taunt:''' Pick one enemy unit with 12" of this hero carrying out heroic action that is more than 3" from all friendly units and is visible to the hero. Your opponent must move 2d6" with that unit toward the hero carrying out the heroic action and end as close as possible. They must also end more than 3" from all friendly units. #'''Brand of Wild Fury:''' Pick one Beasts of Chaos Hero wholly within 12" of the hero carrying out this heroic action. All friendly Beasts of chaos units have a ward of 6+ while they are wholly within 12" of that hero. #'''Alphabeast Instinct:''' Pick one friendly Beasts of Chaos unit wholly within 12" of the hero carrying out this heroic action. Do not take Battleshock tests for that unit this turn. ===Command Traits=== ====Alphabest Instincts==== Just one table all heroes can pick from. But some solid choices overall #'''Bestial Cunning:''' Pick one friendly Beasts of Chaos reserve unit after deployment. When you set it up at end of movement phase you may set it up within 7" of the enemy instead of 9". #'''Propagator of Ruin:''' If your general is on the battlefield and you picked them to carry out a heroic action from the Ritual of Ruin table you may carry out a second different heroic action from the Ritual of Ruin table with that general this phase. In addition the general does take mortal wounds when carrying out the second heroic action from the Ritual of Ruins table. #'''Skullfray Gorehorn:''' While this general is within 3" of any enemy units, add 1 to the Attacks characteristic of melee weapons used by friendly Beasts of Chaos Brayherd units wholly within 12" of the general. #'''Twistfray Cursebeast:''' Add the number of the current battleround to the casting roll for this general when casting spells and endless spells. #'''Rotfray Plaguepelt:''' At the start of the combat phase roll a dice for each enemy unit within 3" of this general. On a 2+ that unit suffers Dd3 mortal wounds. #'''Slakefray Reveller:''' If this general is on the battlefield at the start of the movement phase add 3" movement characteristic of friendly Beasts of Chaos units on the battlefield that start a normal move within 6" of a terrain feature until the end of the phase. ===Artifacts of Power=== ====Anarchic Relics==== #'''Slitherwrack Helm:''' After the bearer makes a charge move, pick 1 enemy unit with 1" of them and roll a dice. On a 2+ the strike-last effect applies to that unit until the end of that turn. #'''Brayblast Trumpet:''' Once per battle at the end of your movment phase you can say that the bearer will sound the brayblast trumpet. If you do roll a dice and on a 2+ you can summon a new unit of 10 Gors or 1 unit of Ungors or 1 unit of Ungor Raiders to the battlefield and add it to your army. On a 1 you still summon the unit but it must arrive at the end of your next movement phase instead. Set up the new wholly with 9" of the battlefield end and more than 9" of any enemy units. #'''The Knowing Eye:''' If you take the first turn in the current battle round you recieve one extra command point in addition to your other ones. If you take second turn your HERO can make a 6" normal move after recieving starting command points in hero phase. #'''Axe of Morghur:''' Pick one of the bearers melee weapons. Ward saves cannot be made from attacks with that weapon. #'''Bleating Gnarlstaff:''' At the end of your movment phase, pick one terrain feature with 6" of the bearer than roll a dice. On a 2+ every unit within 6" of that terrain feature suffers 2d3 mortal wounds. This ability has no effect on Beasts of Chaos units. #'''Blackened Talisman of Chaos:''' Every time the bearer is effected by a spell or prayer or by the abiliites of an endless spell or invocation roll a dice. On a 4+ ignore the effects of that spell or prayer or endless spell or invocation on the bearer. ===Spell Lores=== ====Lore of the Twisted Wilds==== Brayherd wizards pick a spell from here #'''Viletide:''' Casting Value 6, an enemy within 12" takes d3 mortal wounds and cannot recieve commands until next turn. #'''Vicious Stranglethorns:''' cast 5 and range of 18". Pick 1 enemy unit within range and visible to caster. That enemy unit cannot make a pile-in move until your next hero phase. #'''Primal Dominion:''' Casting Value 5, range of 18". Pick an enemy '''MONSTER''' and until your next hero phase that monster counts as 1 model when contesting objectives and cannot carry out monstrous rampages. #'''Tendrils of Atrophy:''' Casting Value 7, pick a visible enemy unit within 12" and visible to caster. Until your next hero phase add 1 to the damage inflicted by each successful attack made with a melee weapon that targets that unit. #'''Wild Rampage:''' Casting Value 6, pick a friendly unit within 12". Until your next hero phase each unmodified hit roll meade with a melee weapon by that unit is 6 and that attack scores 2 hits on the target instead 1. #'''Titanic Fury:''' Casting Value 6, pick a friendly '''Beast of CHAOS MONSTER''' within 12". That monster gets +1 attack to every melee weapon it has. #* Titanic Fury is best to cast on units with multiple weapons, Chimera, GARGANT, or Ghorgons. ====Lore of the Darkstorms==== Thunderscorn wizards get one of these. #'''Thunderwave:''' Casting Value 7, each unit within 3" suffers d3 mortal wounds. Does not affect '''THUNDERSCORN''', #'''Hailstorm:''' Casting Value 6, pick a visible unit within 21". Halve its run, charge, and ''move'' characteristic #'''Fulgurous Blades:''' Casting Value 6, pick a freindly beasts of chaos unit within 18". Subtract 1 from the attacks characteristic of melee weapons (to min 1) that target that unit until next hero phase. #'''Furious Gale:''' Casting Value of 6 and a range of 18". Until your next hero phase subtract 1 from the attacks characteristic of missle weapons of enemy units whil they are within range of the caster (to a minimum of 1 obviously). #'''Raging Storm:''' Casting value of 8. If successfully cast you can heal 1 wound to all Thunderscorn units on the battlefield. In addtion all enemy units on the battlefield suffer 1 mortal wound. ===Endless Spells=== '''Beasts Of Chaos Only:''' *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Doomblast_Dirgehorn.pdf Doomblast Dirgehorn]:''' Subtract 1 from hit rolls for attacks made by units within 6" of this model. '''BEASTS OF CHAOS''' models are not affected. Grows by 6" at the start of each battle round. This one is pretty damn cool but comes with the problem of having a casting value of 6 and thus being fairly easy to dispell. ** On the other hand, it presents the opponent with the interesting dilemma of either wasting his casting attempts to dispel it or letting it get bigger and bigger. And trust me, they will FEEL it of they decide to let it grow... *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Wildfire_Taurus.pdf Balefire Taurus]:''' A big horde cleaning Endless Spell. It moves 12" a turn and has the Fly keyword. Anything it moves over or ends within 1" of it takes D3 Mortal Wounds on a 2+. Furthermore, Units within 3" suffer from the Strike Last rule in the Combat Phase. ** Playtested vs. Idoneth, and lemme tell you right now, when High Tide hits, this spell can be an utter Hail Mary when parked next to the units your seafaring cunt-of-an-opponent REALLY wants to swing first. Slam this thing into a Leviadon, hurl a buffed-up Ghorgon at it, and witness the miracle of the eyeless still being able to cry rivers as your angry murdercow deshells the flying turtle with stupid ease. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ravening_Direflock.pdf Ravening Direflock]:'''Spawns three tokens of evil Chaos murderbirds. Anything that is not a '''BEASTS OF CHAOS''' unit within 12" can no longer use Inspiring Presence or Rally, in addition if a unit issues a command within 6" of this endless spell roll a dice, on a 5+ that command is not recieved but your opponent still loses a command point. ** What used to be -2 Bravery has now been given a tad more utility of locking-out the use of CAs that can prove potentially damning in the wrong situation. Park a murder of these crows behind that stubborn block of 60 Clanrats, throw in the Bestigors and watch your opponent yoink their hair out as they can do nothing but watch 30 rats get cleaved and the other 30 shit themselves and run for the hills with no way to get them back if they try the 'Retreat, Rally, Charge' shenanigans. ** Placement is key with these. The extra 6" range and the lack of needing enemies to be -wholly- within gives you a lot more flexibility to blanket multiple squads with the inability to bark orders over the noisy crows, but one wrong move and you'll find the spell placed in the ass end of the board doing nothing, meaning either diverting a unit to reposition them, or dispelling it for a recast; neither options are obviously ideal. '''Slaanesh Only:''' *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Wheel_Of_Excruciation_ENG.pdf Wheels of Excruciation].''' Predatory Spell with 12" flying movement. Casting Value 5. Set up within 6" of the caster and immediately make a move with it. Roll 6 dice for each unit passed. For each roll that is lower than the unit's save, they take a mortal wound. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Mesmerising_Mirror_ENG.pdf Mesmerising Mirror].'''Predatory Spell with 6" flying movement. Casting Value 6. Set up within 18" of the caster. ''Does not affect '''CHAOS SLAANESH'''''. Units that start a move within 12" of the model suffer D3 mortal wounds unless they end closer to the mirror than when they started. **Also, after the model moves or is set up, roll 6 dice for each hero within 6", rolling separately. For each 6, the hero takes n-squared mortal wounds. Even though this part of it can do 36 mortal wounds to an enemy hero, the odds of that are 1 in 46656. Don't bank on it. Does 1.83 mortal wounds on average and has a 33.5% chance of doing nothing, with a 60.3% chance of doing 1-4 Mortal Wounds and a 5.35% chance of doing 9 mortal wounds. You will note that it has about a 6% chance of killing a footslogging hero and less than a 1% chance of killing a 10+ wounds hero. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Dreadful_Visage_ENG.pdf Dreadful Visage].''' Predatory Spell with 8" flying movement. Casting Value 7. Set up within 12" of the caster and immediately make a move with it. After it moves, pick the closest unit and roll 6 dice. For each 4+, they take a mortal wound. **Also, this model gives -1 bravery to units within 12" unless they are '''CHAOS SLAANESH''', in which case they get +1 bravery. '''Tzeentch Only:''' *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Burning-Sigil-of-Tzeentch-en.pdf Burning Sigil of Tzeentch]:''' (40pts) Summons a floating 12" bubble of RANDOM, with a mix of results helpful and harmful to a single unit. (d3 MWs that risks a Chaos Spawn if someone dies, halved movement, d6" movement after running, +1 attacks, or -1 to hit) The issue is that this sigil cannot move on its own, meaning that you really need to find a good place to set it up and then pray some more that Tzeentch blesses your rolls for the right results. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tome-of-Eyes-en.pdf Tome of Eyes]:''' (40pts) Summons a magical book that becomes part of the caster's unit. Alongside letting the caster reroll any casting tests, it lets results of snake eyes or double 6s count as auto-casting with immunity to dispels (though the caster also takes d3 MWs in the process) and grants a special spell that deals mortal wounds and robs the target of 1 point of Bravery for each casualty you deal. What better way to stick it to those filthy rats than to smite them with your evil spellbook and then see them fail battleshock for once? *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Daemonic-Simulacrum-en.pdf Daemonic Simulacrum]:''' (50pts) This predatory spell has a...thematic move speed of 9", and each turn it has 9 chances to deal MWs to the closest unit within 6" on a 5+ (4+ if they're wizards). While the range is nice for a spell that would otherwise be considered underwhelming, it also leaves you very open to the chance of it all being for naught on a bad roll. Potential to backfire horribly if your opponent gets to move it so be wary of positioning. ===Greatfrays=== If you have a Beasts of Chaos army, you give it a Greatfray Keyword. This works exactly like the Stormcast version - everyone in your army gains the Keyword, except any named characters (not that you have any right now). On the upside, you get a unique special rule and some can unlock battleline options. ====Allherd==== *'''Ability: Bestial Might:''' At the end of battleshock phase you can return D3+3 slain models to each friendly Allherd Gor Herd, Ungors or Ungor Raiders unit on the battlefield. **Keep in mind that since this is not rally you can do this even if they are locked in combat, making this an excellent way for Beasts to play the attrition game. ====Dark Walkers==== *'''Ability: Shadowbeasts:''' At the end of movement phase you can pick one Gor Herd, Ungor or Ungor Raider unit that is wholly within 9" of the battlefield edge and remove it from the battlefield and set it up anywhere wholly within 9" of the battlefield edge and more than 9" of enemy units. ====Gavespawn==== *'''Ability: Gibbering Congregations:''' You can include Gibbering Congregations in your army allowing you to field the superior Gravespawn Mourgorite Chaos spawn. They also count as battleline. **Gravespawn unlock regular chaos spawn as battleline. ====Quakefray==== *'''Ability: Living Idols of ruin:''' Quakefray Cygor units gain the '''PRIEST''' keyword. In addition, friednly Cygor priests know a unique prayer in addtion to any that they know. *'''Unique prayer: Earthshatter:''' Answer value 3, range of 12". If successful pick 1 objective in range, all eneny units within 6" suffer D3 mortal wounds and until your next hero phase those units count as having half the number of models when contesting objectives. **Unlocks Cygors and Ghorgons as battleline units. Finally letting Beast of Chaos to go full monster mash should they so choose.
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