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==Khorne== ===Named Characters=== '''Skarbrand:''' After his brief absence from the Warscrolls because he didn't have a model, he got a model and now is playable here too. And he is A MONSTER. Let's start with the point that, while most Monsters have some stats getting worse as they suffer wounds, his actually improve. His first particular rule is Skarbrand's Rage, which allows him to activate up to 5 effects each turn depending on how many wounds he suffered: the available abilities include allowing him to reroll failed charge, hit, wound or Total Carnage (see below) rolls or use his special attack known as the Roar of Total Rage (which makes you roll a number of dice equivalent to the number of Rage abilities available in this turn, dealing mortal wounds on a 4+ to a unit within 8"). It should also be noted that, completely ignoring his damage chart, Skarbrand's Rage is always at maximum if he didn't get to fight last turn. Talking about his axes, Slaughter deals 4 to 8 attacks depending on how many wounds he suffered, each dealing 3 wounds, while Carnage has the Total Carnage ability instead of a Wound roll: If you roll high enough (starting at 5+ and going all the way up to 1+ when he's close to death) a single enemy ''model'' loses 8 Wounds (overkill does not spill over to the rest of its unit sadly) and even if your roll fails you deal a mortal wound. All in all, Skarbrand is a big honking distraction. The opponent cannot ignore him, as he can rip anything in the game a dozen new assholes, but he cannot comfortably shoot him either, as, if the shooting fails to kill Skarbrand, he'll be that much stronger once he gets into melee. It's easy to focus on Skarbrand and forget the rest of your army, ''for either player'', so if you use him, make sure he doesn't distract you as bad as he does your opponent. '''Skulltaker:''' Rerollable 4+ save, rerolls every hit and wound roll against heroes and his melee weapon deals mortal wounds if you get a 6 to hit. '''Karanak:''' Actually not an hero. When he is placed you choose an enemy hero: he always rerolls every failed hit and wound roll against him and as soon as Karanak and his prey are wihin 8" from eachother he istantly summons an unit of 5 Flesh Hounds. He can also unbind spells and when he does it the caster suffers d3 mortal wounds. ===Heroes=== '''Bloodthirster of Insensate Rage:''' Wields the biggest axe you've ever seen. Sure he only Hits on 4+ cause it's so big, but he gets to reroll 1s is he charged, so it's not too bad. Besides, it's not like you've got much to complain when you get four swings that Wound on 2+, have a Rend of -2 and inflict D6 damage per hit. In fact, the axe is so goddamn big that enemy units within 8" suffer a bunch of Mortal Wounds whenever you roll a 6 To Wound. His Command Ability also lets Khorne Daemons reroll their charge distances. Doesn't sound like much, but it can win you the game. '''Bloodthirster of Unfettered Fury:''' Almost as dangerous at range as he is in combat. The lash draws Monsters and Heroes closer so he can hit them with his axe and he has an 8" aura in which enemy units have to roll a D6 in each of your Hero Phases. On a 6, they take a Mortal Wound and half their Move value. Combine with his Command Ability that doubles Pile In-movement for Khorne Daemons and his lash and you can easily decide where the fighting is going to go. '''Wrath of Khorne Bloodthirster:''' This one is just plain bullshit. His Hellfire Breath and the flail both deal good damage at range and the axe is the same the Unfettered Fury gets. Can also reroll To Hit against Heroes and Monsters and practically guarantee a charge for a Khorne Daemon unit. '''Herald:''' All heralds of Khorne come as standard with decapitating blow making any attack hit roll of 6+ a mortal wound instead of rolling for a normal wound this is due to Khorne weapon blade of blood or hellblade the heralds of Khorne comes in 3 flavours below I will explain there benefits and weaknesses. '''On foot (Bloodmaster):''' Strength is he gains the ability to make a unit of bloodletters within 8" that is in combat to do its pile in of 3" and attack if it has not done so in the phase basically you gain 2 activations rather then 1 for the phase also smaller footprint then the other two. Weakness lower wounds/movement and attacks then the other two. '''On Juggernaut (Skullmaster):''' Strength is if he charge's into combat he comes in like a wrecking ball when rolling 4+ you do d3 mortal wounds and get to reroll all failed hits also his speed moving faster then the one on foot. Weakness is like his strength unless he charge's into combat the phase before those bonus's are gone till he can charge into combat becoming a over-glorified skullcrusher of Khorne. '''On a Blood Throne:''' Strength is every attack does -1 rend and if he gets into combat every time he wounds a enemy with the maw he gains a possible of d3 wounds based on the damage result very durable as he also has the highest wounds then the other two. Weakness biggest footprint so many enemy's can get into him with so many attacks. ===Troops=== '''Flesh hounds:''' with 2 wounds and fast with a movement of 8" with re-rolling to charge's with 4 attacks a unit of 10 of these can ruin any target that does not have good saves but the thing that makes these guys so criminal is they can stop enemy casting spells having 10+ gains +1 to the result of unbinding and being near a blood letter hero they can reroll failed unbinding results. '''Bloodletters:''' these are your rank and file units for Khorne with a standard stat line but what makes these guys deadly is any roll of 6 to hit is a mortal wound rather then normal damage great if your dealing with hero's but that also hints there hero killers due to there choice of banner. The blood soaked banner every time you kill a enemy hero with this unit gains 1+ to its charge rolls for the rest of the game and this is stacking. Unless you wish to reinforce your units due to there poor saves you will loose bloodletters so unless there immune to battleshock test some how with the Gore-drenched icon every result of 1 on battleshock the unit gains D6 bloodletters. Taking a unit of 20+ and you make them hit at 3+ wound at +3 and with a bloodletter hero they can reroll results of 1 to hit and to make things more deadly with a hornblower force a enemy who is not immune to battleshock to reroll there battleshock success. And remember that the +1 to hit will make their decapitating blow work on 5+, so one third of their attacks will automatically become mortal wounds. Add a Khorne Bloodbound Bloodsecrator and paint the town red. '''Bloodcrushers:''' Bloodletters on mounts all coming with the same rules as bloodletters minus the +20 rule and the d6 models for the gore banner but they get a icon to give them d3 bloodcrushers when rolling 1 on battleshock the thing these guys get is because of the mount that if they charge into combat they do on a roll of a dice of 4+ d3 mortal wounds if they have a bloodletter hero with them they get reroll all failed hits if they charged that turn. '''Skullcannon:''' This is an interesting unit: it's a cannon that can do significant damage at range, but has a melee statline with special rules that make it look as though it's made for close combat. In truth, it's a hybrid unit made to do both. Starting off with the basics, the Skull Cannon is a 7 wound model that has a single shooting attack with 3+ to hit, +3 to wound, -2 rending, and D6 damage; however, when shooting at units of +10 the Skull Cannon adds +1 to its hit rolls, making it hit on a +2. Moving on to its melee profile, it has the standard Hellblades with 2 attacks at +4 to hit, +3 to wound, -1 rend, and one damage with hit rolls of 6 or more causing a mortal wound. In addition, it has a single Gnashing Maw attack with a +4 to hit, +3 to wound, -1 rending, and D3 damage. Pretty mediocre, until you read its special rules: its melee rule Grind their Bones, Seize their Skulls allows the cannon to make an additional shot at the end of the combat phase if it caused any wounds with its Gnashing Maw attack; and according to the wording, it doesn't need to kill the target, but rather it just needs to cause a single wound. Furthermore, due to the strange rule set for AoS, you can still used ranged weapons in the shooting phase even if you are locked in combat. This essentially means that you can fire the cannon, charge, eat their skulls, and fire additional shots with your skull cannon while continuing to do so in sub sequential turns. And even if this doesn't sound good enough, remember you can always add a Blood Secrator into the fray, which according to his special rules, '''adds +1 to the attack characteristic of MELEE weapons used by units with the Khorne Keyword'''. This is especially great for the Skull Cannon, for a unit of three can pump out 3 cannon shots a turn with +2 to hit against +10 blobs, 9 hellblade attacks, and 6 Gnashing Maw attacks!. And if you wound any models with those Gnashing Maws? You'll only fire more skull cannon shots. All for a measly 21 wounds. Yea, those mediocre artillery pieces aren't so unexceptional anymore, are they? They're a great, borderline op unit when supported. Have them serve as a frontal unit for charges, while aiming them at hordes of lesser units. They will also definitively surprise your opponent: nobodies going to suspect their units getting charged by fucking artillery. It's fitting that one of Khorne's only ranged units is also made for close combat, serving as a pretty hilarious sight on the tabletop, and a symbol for Khorne's martial prowess. * If you really want to shit on your opponent for whatever reason, bring a bloodstoker to whip your cannons into shape. That +3 to charges, in addition to its 8 inch movement, makes the skull cannon have a shockingly high threat range. Furthermore, the +3 to wound is good, but not fully reliable; re-rolling 1's to hit is going to almost guarantee you'll be wounding your opponent. ===Formations=== '''Blood Host of Khorne:''' A Bloodthirster takes 7+ units between every Khorne Daemon unit. In every turn d3 units (d6 if the formation haves 16+ units in total) that are within 3" from an enemy can pileup and attack during Hero Phase.
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