Editing
Age of Sigmar/Tactics/Chaos/Maggotkin of Nurgle/old/2ed
(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 Abilities== If your army consists fully of units with the '''NURGLE''' keyword, it can choose to take the Nurgle allegiance, opening all the below battle traits, command traits, spells, artifacts, and spells. Do note that besides the warscrolls presented in the Maggotkin of Nurgle battletome, any unit with the '''NURGLE''' keyword is eligible to join the army while maintaining the Nurgle allegiance. This includes many units from Slaves to Darkness (those who can gain the '''NURGLE''' Mark of Chaos), Clan Pestilens, Tamurkhan's Horde, and several others here and there. ===<span style="color:#387439;">Battle Traits</span>=== All Nurgle allegiance armies benefit from the following rules: '''Cycle of Corruption:''' Nurgle is life, Nurgle is love, and Nurgle loves to share all his gifts. At the start of the battle - after deployment but before the first turn - the Nurgle player rolls a die to decide where the Cycle of Corruption begins. There are seven Stages of Corruption; the 7th stage being locked from the initial throw (which is good, as it is a healing one you most likely won't need yet). Each stage will provide you with a buff for your {{AOSKeyword|NURGLE}} units or debuff to your opponent's non- {{AOSKeyword|NURGLE}} units. At the start of each subsequent battle round the Cycle will progress by one step. For example: if your initial roll is a 3, then you will benefit from ''The Burgeoning'' during the first battle round, ''Plague of Misery'' during the second battle round, and so on. You can either let the Cycle progress or try to change it with spells or abilities. Either way, try to plan ahead because you know which benefits you will get in the following battle rounds. #'''Unnatural Vitality''': The first stage adds 2" to the Move characteristic of all {{AOSKeyword|NURGLE}} units. A really good one to offset your slower units (looking at you, ''Blightkings'') and getting them into battle quicker. #'''Fecund Vigour''': The second stage adds 1 to the wound rolls of all {{AOSKeyword|NURGLE}} units during the combat phase. #'''The Burgeoning''': The third stage is one that affects all units (yours and your opponents) as each unit within 1" of a terrain feature the start of your hero phase will suffer 1 mortal wound - or heal 1 if they're '''NURGLE''' - on a 5+. #'''Plague of Misery''': The fourth stage forces re-rolls of 1 for battleshock tests for your opponent, {{AOSKeyword|NURGLE}} excluded of course. #'''Nauseous Revulsion''': The fifth stage forces enemy units to re-roll wound rolls of 6 during the combat phase. Enemy {{AOSKeyword|NURGLE}} units are, once again, excluded. #'''Rampant Disease''': The sixth stage allows you to pick D3 different enemy units at the start of your hero phase (guess which units you can skip) that are within 12" of each other. Each unit will then suffer D3 mortal wounds. #'''Corrupted Regrowth''': The seventh and final stage will allow all {{AOSKeyword|NURGLE}} units to heal D3 wounds at the start of their hero phase. Note that this does include your opponent's units, even if they don't field a Nurgle army. '''The Garden of Nurgle:''' Mimicking the Sylvaneth, the forces of Nurgle can now plant their own terrain pieces. After setting up terrain but before choosing a territory, each Nurgle army can place one Feculant Gnarlmaw anywhere more than 1" from any other terrain feature. Since they allow all '''NURGLE''' units within 7" to both run and charge in the same turn be sure to drop it off where you would benefit from this, but as mentioned above be careful in mirror matches. '''Summon Daemons of Nurgle:''' Gone are the days of any {{AOSKeyword|CHAOS WIZARD}} summoning hordes of {{AOSKeyword|NURGLE DAEMONS}} to join their ranks and instead there is a new system: collecting and spending contagion points as a Nurgle army. In each of your hero phases a {{AOSKeyword|NURGLE}} army collects contagion points in the following ways: * Any friendly {{AOSKeyword|NURGLE}} models in your own territory nets you 3 points a turn. * Any friendly {{AOSKeyword|NURGLE}} models in your opponent's territory nets you an additional 3 points a turn. * Being free of enemy models in a territory nets you an addition 1 point for that territory. * Each Feculant Gnarlmaw nets you an additional D3 points if there are no enemy models within 3" of it. Right off the bat, you will most likely be earning 3 or 4 +D3 contagion points for having no enemies in your territory - you are buying that Gnarlmaw, aren't you? (although if the enemy takes the first turn there's a fair chance they will be in your territory, depending on mission map). Coming as no surprise, different abilities will allow you to earn more contagion points during a turn. Some heroes (such as the Lord of Plagues or Epidemius) have been reworked to play into this. To summon the daemons, all you have to do is look it up in the list and deduct its cost from your total points; unlike Khorne's Blood Tithe, you will be able to keep what you don't spend. There's no cast roll required, just place the summoned unit within 12" of a Gnarlmaw or '''NURGLE HERO''' and more than 9" from any enemies. Note that this list contains units in different sizes (Plaguebearers come in 5, 10, or 20), includes nearly all of Nurgle's daemons from Nurglings to a Great Unclean One (sadly no Soulgrinder, boo), and includes new Gnarlmaws (at the cost of Nurgle's favorite number). <s>Lastly, don't forget that placing new units will cost reinforcement points in Matched Play, though you'll be happy to know the Gnarlmaws only cost contagion points (because you didn't already buy/converted 7, did you?).</s> Yeah, forget that. Age of Sigmar Second Edition baby! No more reinforcement points needed for summoning. This makes contagion points (and Gnarlmaws) much more important. Contagion points can be used to summon Daemons of Nurgle From The List Below: #'''1 Great Unclean One ''': 28 Contagion points #'''1 Horticulous Slimux ''': 21 Contagion points #'''3 Plague Drones ''': 21 Contagion points #'''20 Plaguebearers ''': 21 Contagion points #'''1 Poxbringer, Herald of Nurgle ''': 14 Contagion points #'''1 Sloppity Bilepiper, Herald of Nurgle ''': 14 Contagion points #'''1 Spoilpox Scrivener, Herald of Nurgle ''': 14 Contagion points #'''10 Plaguebearers ''': 14 Contagion points #'''1 Beast of Nurgle''': 14 Contagion points #'''3 Nurgling bases ''': 14 Contagion points #'''5 Plaguebearers ''': 7 Contagion points #'''1 Nurgling base ''': 7 Contagion points #'''1 Feculent Gnarlmaw ''': 7 Contagion points ===Subfactions=== Added in the Wrath of the Everchosen book, you can now choose a subfaction for your smelly boys. Two for daemons and two mortals (and whatever Tarmurkhan is doing.) <span style="color:#387439;">'''The Munificent Wanderers'''</span>(''Turn Nurgle Daemons wall into a poison spike wall'') *'''Battle Traits:''' '''Locus of Corruption:''' Enemy units within 3" of a {{AOSKeyword|Munificent Wanderers Daemon}} unit reduce the rend of their weapon by 1 (minimum -). Nurgle enemies unaffected **Nurgle units, especially Plaguebeares, are already fairly durable so adding more resilience really counts. And then you remember that units like Pusgoyles and Lord of Afflictions have the Daemon keyword, and would trigger off this ability as well... *'''Command Ability - Infested with Wonders:''' Pick 1 {{AOSKeyword|Munificent Wanderers Daemon}} unit within 14" of a {{AOSKeyword|Munificent Wanderers Daemon hero}}. Until your next hero phase any enemies which charge that unit suffer D3 wounds. Situational. Possibly good with a big unit of Plaguebearers screening out the front of your army. *'''Command Trait - One Last Gift:''' Any hit rolls of '6' on a {{AOSKeyword|Munificent Wanderers Daemon}} unit with 12" of the General generate a mortal wound on the attacking unit after all attacks have been resolved. This is huge. Nurgle generally doesn't have a great mortal wound output and against the right opponent, this could generate a ton. Imagine 30 Plaguebearers getting attacked by a mob of Mortek Guard, with the -1 to hit from Flies and spitting mortal wound back against their bucket of dice. *'''Artifact - Mucktalon:''' 1 weapon adds 1 to hit if it targets a hero. Pretty much total rubbish. The one weak point of the subfaction really. <span style="color:#387439;">'''The Droning Guard'''</span>(''Air force: Fly Wall. First turn.'') *'''Battle Traits - Locus of Corruption:''' Enemy units within 3" of a {{AOSKeyword|Droning Guard Daemon}} unit reduce the rend of their weapon by 1 (to a minimum of -). “Nurgle” units remain unaffected. *'''Command AbilIty - Twice Blessed Rotspawn:''' During combat, pick a {{AOSKeyword|Droning Guard Plague Drone}} unit wholly within 12" of a Daemon Hero, +1 to disgustingly resilient rolls. *'''Command Trait - Rotwing Commander:''' Before the first battle round all {{AOSKeyword|Droning Guard Plague Drones}} can move 4". With a Gnarlmaw, you can go 12" + D6" + 2D6" first turn. *'''Artifact - Cloud of flies:''' -1 melee hits rolls against the bearer. <span style="color:#387439;">'''The Blessed Sons'''</span>(''Rotbringers charge forth to spoil all'') *'''Battle Traits: Nurgle's Embrace:''' Each time a {{AOSKeyword|Blessed Sons Rotbringer}} model is slain in the combat phase, on a 2+, its attacker takes 1 MW, but if they’re {{AOSKeyword|Nurgle}} they Heal +1. *'''Command Trait - Foul Conqueror:''' May use ''At The Double'' CA once per turn on a {{AOSKeyword|Blessed Sons Rotbringer}} unit for free. *'''Command Ability - Disregard and Defiled:''' Pick a {{AOSKeyword|Blessed Sons Rotbringer}} unit wholly with 12" of Rotbringer hero, the end of fight phase, pick an enemy unit, your unit deals total wounds/MW greater than their bravery, deal 3 MW. *'''Artifact - Blackshell Bileplate:''' Reroll failed saves. <span style="color:#387439;">'''The Drowned Men'''</span>(''Air force: Blightlords Hammer'') *'''Battle Traits: Nurgle's Embrace:''' Each time a {{AOSKeyword|Drowned Men Rotbringer}} model is slain in the combat phase, on a 2+, the attacker takes 1 MW, but if they’re {{AOSKeyword|Nurgle}} they heal +1. *'''Command Trait - Bloated Raider:''' Reroll charge rolls for {{AOSKeyword|Drowned Men Pusgoyle Blightlords}} wholly within 14" *'''Command Ability - Kneel Before The Plague:''' At start of the combat phase, choose a {{AOSKeyword|Drowned Men Pusgoyle Blightlords}} unit wholly within 12" of a {{AOSKeyword|Rotbringer}} hero, and if they roll a 6 to wound, add -1 rend to that attack. Unless FAQ'ed, powerful with how many attacks Pusgoyles could gerate. *'''Artifact - Rot-kraken Hide:''' +1 Wound. ===<span style="color:#387439;">Command Traits</span>=== Maggotkin Generals can choose their Command Trait from three different tables depending on their Keywords ('''ROTBRINGER''', '''DAEMON''' or '''MORTAL'''). The first three traits in every table are the same. #'''Grandfather’s Blessing''': Once per battle, at the start of your Hero phase, you can move the Cycle of Corruption one stage forward or backward if your general has not been slain. #'''Living Plague''': At the start of your Hero phase, roll a dice for each enemy unit within 1" of your general. On a 4+ the unit being rolled for suffers 1 Mortal Wound, and you receive 1 Contagion point. #'''Hulking Physique''': Add 1 to wound rolls for your general. '''ROTBRINGER:''' #'''Bloated with Corruption''': On a 4+ after your general suffers an unsaved wound the attacking unit suffers 1 mortal wound. Combines wonderfully with the ''Bileheart'' below, making it all but pointless to attack your General. #'''Avalanche of Rotten Flesh''': Add 2 to run and charge rolls for your general. #'''Resilient''': Whenever you allocate a wound or mortal wound to your general, roll a dice. On a 6+ it is negated. '''NURGLE DAEMON:''' #'''Tainted Corruptor''': At the start of your hero phase, a terrain model within 3 inches gains the Sickness Blossoms rule from Feculent Gnarlmaw warscroll along with any other rules. Interesting in theory. #'''Nurgling Infestation''': Once per battle at the start of a combat phase you inflict d3 mortal wounds on an enemy unit within 3 inches. #'''Pestilent Breath''': At the start of your shooting phase, pick an enemy unit withing 6 inches of your general. Roll a dice for each model within 6 inches of your general. The unit suffers a mortal wound for each roll of 5+. You know who can get this? A Harbinger of Decay, with his massive footprint and fast (for Nurgle) movement speed. You know who else can get this? A Verminlord Corruptor, who has an even larger footprint and moves even faster! '''NURGLE MORTAL:''' #'''Hideous Visage''': Subtract 2 from the bravery of enemy units within 3 inches of your general. Combine this with ''The Carrion Dirge'' below for a massive -4 to enemies foolish enough to enter combat with your general. #'''Overpowering Stench''': Re-roll hit rolls of 6+ for attacks that target your general in the combat phase. #'''Virulent Contagion''': Improve your generals rend characteristics by 1 for attacks in the combat phase. ===<span style="color:#387439;">Artefacts of Contagion</span>=== Any '''ROTBRINGER HERO''' can be given one of these artifacts. #'''The Splithorn Helm''': Roll a dice each time a wound or mortal wound is allocated to the bearer, on a 6+ it is negated. Nice enough on a Lord of Plagues or Lord of Blights but pretty much wasted on Harbingers of Decay and Lords of Affliction. #'''Muttergrub''': The bearer can cast one additional spell if they are a wizard or cast Foul Regenesis every hero phase (but no unbinding) if they are not. Great if you need more casts asap but can't afford another Sorcerer. #'''Rustfang''': At the start of each combat phase, pick one unit within 3 inches of the bearer. Subtract 1 from the armor save for the rest of the battle. You can only do this once on a unit. Phenomenal, as it negates one of your Blightkings' biggest weaknesses. #'''Flesh Pealer''': Roll a dice each hero phase for each unit within 6 inches of the bearer. On a 5+ the unit suffers d3 mortal wounds. Meh. Might be okay on a Lord of Affliction, giving him YET another damaging aura. #'''The Bileheart''': Roll a dice each time you allocate a wound or mortal wound in the combat phase and it is not negated. On a 4+ the unit suffers 1 mortal wound after all its attacks are made. Can turn a Lord of Affliction into a mini-Jabberslythe. #'''The Fecund Flask''': You can use this once per battle at the start of your hero phase. If done, roll a dice, on a 2+ all suffered wounds are healed. On a 1 the bearer is slain. When slain, you replace the model with a Beast of Nurgle within 1 inch of the models current position. Using this when your Hero only has one Wound left can only lead to positive outcomes. But then, how many times will a Hero survive to the start of a friendly Hero Phase with exactly one wound? ===<span style="color:#387439;">Daemonic Boons</span>=== Any '''Nurgle Daemonic Hero''' (including the Lord of Afflictions, the Harbinger of Decay and marked Lords of Chaos on Daemonic Mount) can be given one of the following. #'''Noxious Nexus''': Roll a dice for each enemy unit within 7 inches of the bearer at the start of the hero phase. If the roll is equal to or less that the battle round (such as a 1,2, or 3 on the 3rd round) the unit suffers 1 mortal wounds. #'''Nurgle's Nail''': Pick one of the bearers melee weapons to be the nail. Roll a 2d6 for each enemy model that was allocated wounds by this weapon but not slain. If the result is 7 exactly, the model is slain. Any other result does nothing. #'''The Bountiful Swarm''': At the start of your hero phase, pick a enemy model within 3 inches of the bearer and roll a dice. If the roll is greater than the models wound characteristic the model is slain. If the model slain has a wound characteristic of 4+ then add a Beast of Nurgle to your army within 1 inch of the model slain. This allows you to snipe models out of units, like, say, that icon bearer from a Pink Horror unit. Go for reliable kills instead of betting on the Beast of Nurgle. #'''The Witherstave''': Re-roll hit rolls of 6 for enemy units within 12 inches of the bearer. This is filthy. Put this on a Great Unclean One or a Harbringer of Decay to negate a lot of exploding 6s. Works especially well with the Lord of Blight's command ability, Plaguebearers' Cloud of Flies, or both if you want show your opponent what a tar pit looks like - a unit of 20 or more Plaguebearers would be -4/-2 to hit for shooting/melee, rerolling sixes, which occur before modifiers are applied. #'''Tome of the Thousand Poxes''': Add 1 to casting rolls (for Lore of Nurgle spells only - note that this does NOT include the Foul Regenesis spell) if the target is a wizard, or the bearer can cast Sumptuous Pestilence each hero phase (but no unbinding) if they are not. Putting this on a Great Unclean One with Bileblade is pretty much the most obvious thing in the world. Or is it? The Great Unclean One doesn't exactly have a phenomenal spell lore to choose from. Making a Daemon Prince cast Sumptuous Pestilence might be worth it though. #'''The Endless Gift''': At the start of the battleshock phase roll a dice for each wound allocated this turn. On a 4+ the wound is healed. Utterly filthy on a Great Unclean One as it forces your opponent to pump unreasonable amounts of damage into it to finally stop the regeneration. ===<span style="color:#387439;">Plagueridden Gifts</span>=== Any '''Nurgle Mortal Hero''' can be given one of the following. This includes Rotbringer heroes but also marked Slaves to Darkness. #'''The Virulent Blade''': Pick one of the bearers melee weapons to be the blade. Add 1 to the damage characteristic if the wound roll is a 5+. Would be way better if it were just a flat +1 but if you need more damage, it's not too shabby. #'''The Foetid Shroud''': Re-roll hits rolls of 6+ for attacks against the bearer in the combat phase. Great for getting rid of exploding 6s but not that effective. #'''Sublucus' Stenchplate''': Enemy units within 3 inches of the bearer at the end of their movement phase suffer d3 mortal wounds. Pretty much forces any Hero to fall back or take a significant portion of damage. Small elite units aren't going to like it either. Doesn't help against getting swarmed by hordes though. #'''The Eye of Nurgle''': Once per battle you can roll 2d6 at the start of the hero phase if there are any models within 12 inches of the bearer. If the result is a 7, the nearest enemy model is slain. 1-in-6 chance of killing anything. Interesting as a hail mary, but even better as a psychological tool. "Are you ''sure'' you want to keep your centerpiece this close to me?" #'''The Carrion Dirge''': Subtract 2 from enemy units bravery within 12 inches of the bearer. This can lead to some pretty insane anti-Bravery stacking. And a 12" bubble is pretty large as well. Put on a Lord of Chaos on Daemonic Mount and have him escort some Chaos Knights for a -3 to enemy Battleshock. #'''The Shield of Growths''': You can re-roll save rolls if the roll is equal to or less than the number of wounds currently allocated to the model. Risky but potentially pretty useful, especially since a lot of your Heroes have some form of regeneration. ====Notable Artifacts of the Realms==== ===<span style="color:#387439;">The Lore of Nurgle</span>=== First off, all your '''Nurgle''' Wizards get this gem: *'''Foul Regenesis:''' Relatively high casting value of 7 (go figure) but it allows you to instantly switch to the Stage of Corruption you want. A great way of using it is picking ''Nauseous Revulsion''. You might be tempted to pick ''Rampant Disease'' for those tasty Mortal Wounds, but that only activates at the start of the Hero Phase, which has already passed by the time you cast. So you pick ''Nauseous Revulsion'' for the extra defense and then, next turn, it automatically goes to ''Rampant Disease,'' and you can spell it back to ''Nauseous Revulsion'' again after it dealt its damage. Alternatively, set the wheel to ''Unnatural Vitality'' because your army is painfully slow without it. -After, each Wizard gets one Lore spell, but which lore they have access to is determined by their Keywords. '''Rotbringer Wizards''' get to pick from these: #'''Blades of Putrefaction:''' Casts on a 7+, affects a friendly unit within 14". 6+ To Hit deal a Mortal Wound in addition to other damage, not specifying melee or shooting. This, of course, is best on something with a lot of attacks and/or something with a bonus to their Hit rolls. In other words, Marauders. Or, you know, those tasty Blightkings (though remember, exploding 6's will only create 1 mortal wound each, not D6). Best used on plague drones, as they have the potential to reach up to 14 attacks per model, drown your foes in the droning swarm! #'''Rancid Visitations:''' Casts on a 6+, affects 1 enemy unit within 3" of the caster. For each model of that unit within 3" of the caster, the unit suffers a Mortal Wound. Yikes. Do keep in mind though, that this requires your caster to stay alive until he can cast it and that Great Unclean Ones can't pick this. So, in other words, only use on Glottkin and Bloab. <s>So no, named character can't take additional artifacts, spells and command abilities</s> Named characters can take spells, but not artifacts and command abilities. The tome says "As such, these models cannot have a command trait or artefact of power." (pg. 58) says nothing about not taking a spell. Additionally warscroll builder allows you to take spells but not artifacts and abilities. (Interestingly enough the new beastgrave warband, The Wurmspat, may be a much more economic choice for using this spell. Her bodyguards make her much tankier, and she is easier to fit into massive melees because of her infantry sized base. Its worth trying out if you really want to make this spell work, but don't have room for the behemoths). #'''Gift of Corruption:''' Casts on a 6+, enemy unit within 18" takes either -1 To Hit, -1 To Wound or -1 to Saves, rolled randomly. Not too reliable, but everything it can do is good, so go nuts. '''Daemon Wizards''' get to pick from these: #'''Favoured Poxes:''' Oh lord. Casts on a 7+, pick an enemy unit within 14". It takes -1 to their Hit, Wound and Save rolls until the caster moves, casts another spell, or dies. So, that Herald you cast this with will be useless afterward, but such an utterly crippling debuff means your Herald doesn't HAVE to do anything. Just point literally any unit at the target, and the target is gone. Biggest weakness is its range, but whatever. #'''Glorious Afflictions:''' Casts on 5+, affects an enemy unit within 21". That unit halves its Move, the distance it runs, the distance it charges and cannot make use of the Fly rule. What? Was the enemy trying to flank you? Not anymore. Slows enemies down enough so you can get the drop on them instead. #'''Sumptuous Pestilence:''' Casts on 6+, each enemy unit within 7" takes a Mortal Wound, unless they have more than 5 models, in which case it's D3 Mortal Wounds. MSU armies beware. '''Mortal Wizards''' get to pick from these: #'''Magnificent Buboes:''' Casts on a 7+, pick an enemy Hero. He takes D3 Mortal Wounds and gets -1 to Hit, Cast and Unbind rolls. Neuters fighters and heaps damage onto supporters and all of that from phenomenal range. #'''Plague Squall:''' Casts on a 6+. If successful, roll 7D6. For each 6, pick a visible enemy unit and deal D3 Mortal Wounds to it. You can only pick each enemy unit once. You know what this one doesn't have? A range limit. Even one cast can kill certain artillery crews from the safety and comfort of your own deployment zone. And the best part is, according to the spell description, that missing range limit doesn't seem to be an oversight since it's basically a rain shower made of plague fluids. #'''Cloying Quagmire:''' Casts on a 5+, pick an enemy unit within 14" and roll a D6. If this rolls equal to or over their Save characteristic, they suffer D6 Mortal Wounds. So, it gets more reliable on precisely the units you want to affect with it the most. Wow. ===<span style="color:#387439;">Endless Spells</span>=== Slaves to Darkness only *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Eightfold_Doom-Sigil_eng.pdf Eightfold Doom-Sigil]:''' (40pts) CV 5. This spell will only have use when things die around it, so you'd best make sure you make at least one model go down so you can power them up. Now a bonus attack won't sound too scary for your Chaos Lord, but throw it on a band of marauders and they won't be laughing anymore. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Darkfire_Daemonrift_eng.pdf Darkfire Daemonrift]:''' (50pts) CV 6. This is a purely predatory spell, dealing d3 MWs to anything it goes through. It's damage potential also powered up by other Wizards and Endless spells, which is pretty trollish for, say, Tzeentch or the Sacrosanct Chamber and all their wizards. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Reamscourge_Rapture_eng.pdf Realmscourge Rapture]:''' (60pts) CV 7. This Predatory spell is like the Pendulum in that it can only move in straight lines (but in this case can also only go forward, making it even more reliable). Anything that this goes through (or near) suffers not only d3 MWs, but their movement will also be halved, which can positively cripple a unit just in time for your Vikings to flatten them. 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 3" of this model. '''BEASTS OF CHAOS''' models are not affected. Grows by 3" 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. *'''[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, and if the unit has more than ten models, it takes D6 Mortal Wounds instead. Furthermore, Units it damages must fight last at the end of any Combat Phase. While brutal in most situations, it really shines when cleaning up blobs of infantry. *'''[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 6" of one of these tokens has their Bravery reduced by -2. However, if any unit finishes a move within 1" of the tokens, they have to set the Tokens up again somewhere within 3D6" of the place they were previously. ** These are phenomenal, especially since it only requires a '''BEASTS OF CHAOS''' Wizard to cast it, but not Beasts of Chaos Allegiance. Find some nice Bravery gimmick and add these birds to increase its effectiveness exponentially. ** Nurgle comes to mind. Have a Nurgle General with Hideous Visage and Carrion Dirge, then a friendly bray wizard to zap in the crows. Under all 3 effects, enemy units will have -6 bravery! But keep in mind your General will certainly also be in range of the crows. However, if you ally in some Slaves to Darkness, it really becomes insane. The Mindstealer Sphiranx has another -2 Bravery Aura, Chaos Knights net you another -1, which results in -9 Bravery! So even Demons can disintegrate after 1 casualty.
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