Editing
Warhammer Underworlds
(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!
===Direchasm Block=== [[File:Direchasm.png|center|700px|Direchasm Block]] ====Myari's Purifiers==== [[File:Purifiers.jpg|right|250px|Myari's Purifiers]] Lumineth Realm-Lords warband. These knife-ears have traveled to Beastgrave with the hopes of cleansing its heart and returning it to a peaceful non-cursed mountain. Every fighter inspires if all of their dice during a roll are "successes." This means that the attack, defence, or casting roll can fail, but still has successes on the die. The Purifiers individually all have really decent attacks and strong defences, and all have abilities that enhance their qualities. Swordmaster has increased chances of dodging ranged attacks, your hammerbearer can't be knocked back, your archer can do extra damage on crits and has the longest base range in the game, and your leader is a really strong caster. What rounds this entire warband off is that they all have an Aetherquartz token, and can spend it to reroll a die in any of their actions. ====The Dread Pageant==== [[File:Slaanesh.jpg|left|250px|The Dread Paegant]] [[Slaanesh]] mortal warband, including what appears to be a [[Slaangor]]. When they heard of a sentient mountain in Ghur, they eagerly jumped at the chance to discover brand new sensations. Now they thrive off of inflicting pain to Beastgrave itself. These fighters inspire if there are a total of six or more wound counters across all living fighters. This means that you have to avoid killing your targets early on to make your fighters especially deadly later. This also means that fighting warbands like Zarbag's Gits really sucks. Your leader and your Slaangor can heal or damage themselves by one wound after attacking, which can make inspiring easier if you are willing to be a little risky. Your archer and spear girl are a lot squishier, but they are extremely useful if you want to move your opponent out of position or if you want to hit multiple fighters at once. ====Khagra's Ravagers==== [[File:STD warband.jpg|right|250px]] An undivided Chaos warband with two sisters and leader models surprisingly. Classic armour, and some nice leather boots. They seek to corrupt Beastgrave as the final step in their path to glory. Also, the first female Chaos Sorceress seen in a long time. And you even get a big boy who is doing a great [[Slambo]] impression. All your fighters are decent and tanky, including your Chaos Sorceress! Despite being hard hitters, you are going to have to play the objective game in the weirdest way if you want to get the most out of them. You need to use your warband's special "Desecrate" mechanic to inspire. Desecrate enough objectives, and your warband inspires at the cost of preventing someone from being able to hold the objective. The downside is that if an enemy is standing on your desecrated objective, it loses its desecration. If your opponent has a board with more objectives, then you are fighting an uphill battle. If your opponent has a ton of fighters, then you are fighting an uphill battle. If you do manage to inspire, your fighters can really clean shop. NOTE: A recent rules change changed their inspire condition so that they only have to Desecrate TWO objectives, rather than three. This makes the warband a lot stronger. ====Starblood Stalkers==== [[File:Seraphon.jpg|left|250px]] A Seraphon warband, led by a Skink Priest named Kixi-Taka, with three Skink hunters and an Oldblood to lend some saurian muscle. These starborne are tasked by their Slann to seek out Beastgrave’s heart and destroy it before the slaves of Chaos can corrupt it for their own needs. It also includes the best Chameleon Skink model possible. All the fighters in this warband are useful, which is not that common in a warband of this size. Each Skink is capable of supporting the others because of their Skittish mechanic, and can turn defensive as quickly as they attack. The Oldblood hits like a truck with two attacks in one action. Kixi-Taka can punish anyone trying to play the objective game or trying to prevent you from playing the objective game. And your Chameleon Skink is ridiculously fun, capable of shutting down the most mobile warbands and the warbands that need to move as much as they can in one swoop... If he can hit. ====The Crimson Court==== [[File:The crimsom court.png|right|250px]] A warband that served as a sneak peak for the revamped [[Soulblight Gravelords|Vampires]]. A four vampire band with an aggressive play style and a “Bloodthirst” mechanic. All your fighters have 4 wounds, movement value of 4, and attacks with damage of 2 by standard. That's a pretty solid set of starting attributes and since you have four vampires you can threaten pretty much the whole battlefield! And what a threat that is - the winged guy can, for example, easily become a range 6 flying shock trooper with damage 3. Oh, and you have spellcasters. Not one, but two! The "Bloodthirst" mechanic means you receive one Hunger token at the start of each round (including first). Hunger is a mechanic that existed since the start of Direchasm, but it required you to focus your entire deck into the mechanic potentially at the cost of the rest of your warband's mechanics. You lose them as an optional reaction for putting an adjacent opponent out of action. Cards can also be used to change the amount of Hunger tokens you have. If you drop your Hunger tokens to 0 by the end of the round you inspire. What makes this warband unique is that if your fighter has 3 or more Hunger tokens, they become "Bloodthirsty", which gives you a different set of buffs than when you are Inspired. You can build an entire deck around raging bloodthirst, and you can potentially win a game without inspiring once. If your fighter has three tokens while inspired, he uninspires immediately. In order to upgrade quickly, no matter if you're aiming for inspiration or bloodthirst, you need to murder people in <s>mortal</s> close kombat. Keeping your players in the best possible places and choosing who's the one to strike the killing blow become a really important tactical decisions. A truly aggressive and versatile warband. ====Storm of Celestus==== [[File:Storm of Celestus.jpeg|left|250px]] The Storm of Celestus is trudging through Shadespire (wasn't that three seasons ago?) to destroy Sigmar's enemies and discover the secrets of Nagash's city. One of the two warbands introduced in the "Warhammer Underworlds: Starter Set." Similar to the Champions of Dreadfane box, this warband was included with Drepur's Wraithcreepers, and use the Easy to Build Castigators w/ Gryph Hound sprue. The box also came with a couple of new cards, boards, and a rulebook. Stormies are the fifth Stormcast Eternals warband, but are the first with more than three fighters. Your fighters inspire by using their ranged attack successfully. These guys hit a lot harder from ranged than the Farstriders, but the trade off is that they can only fire once a round. Turns out firing the equivalent of magic grenades from an arblast comes with a reload time. The Gryph Hound Inspires with a successful attack, and has a special ability that can give adjacent friendly fighters a guard token if they are being attacked in melee. Generally, the Storm of Celestus hits hard but is super defensive compared to the far more offensive warbands of the Direchasm season. Storm of Celestus is pretty good, but the other warbands can pretty easily close the gap when fighting these fellas. ====Drepur's Wraithcreepers==== [[File:Drepurs Wraithcreepers.jpg|right|250px]] Four hunters who were so proud of their hunting skills that they attracted Nagash's attention after death, forever cursed to wear the visage of their steeds and hunt in the name of the Dead God! The third Nighthaunt warband and a warband with a very punny name. Drepur's Wraithcreepers are one of the strongest warbands released in the Direchasm season. With 2 ranged attacks on everyone except for The Patrician, and the super easy Inspire condition of just being in range of attacking an enemy fighter, these guys are no joke. Though these guys can't move through lethal hexes without taking damage like their other Nighthaunt friends, they still keep most of the movement gimmicks of the Nighthaunt warbands. What makes them especially good is The Patrician. The Patrician is your technical fighter, who can move any friendly fighter a hex after an opponent's power step. Despite only having the standard 3 movement (which goes up to 4 when Inspired), this means that your fighters are deceptively mobile. The Patrician meanwhile has an Inspire condition that promotes being aggressive: All your OTHER surviving friendly fighters are in enemy territory. This means you can keep the Patrician in your back pocket in case of emergencies while your stronger fighters all rush in. These guys are strong. Go annoy your friends with how tough and silly these undead hunters can be. ====Hedkrakka’s Madmob==== [[File:Hedkrakka’s Madmob preview.png|left|250px|]] A third Orruk warband, though this time it’s Bonesplitterz. Lead by the self-titled “Gob of Gork” Hedkrakka, these savage orruks have arrived in Beastgrave to hunt the biggest monster of all; the mountain itself. A warband with a caster and a ranged fighter alongside two strong melee fighters makes this warband very wall rounded. This warband takes advantage of the Hunter and Quarry mechanics introduced back in “Beastgrave,” but is entirely suited to playing for Primacy. Hedkrakka himself got rolled into this because of his little friend: a snake. They all lack toenails, despite savage orc/orruks historically having claw-like nails. Primacy is a mechanic that has been around since the beginning of Direchasm, but Hedkrakka's Madmob cranks it up. Basically, if you have more objectives than your opponent, killed a fighter with no wounds in one attack, or killed your enemy's leader, then you get the Primacy token. At the end of the round, whomever has the Primacy token gets a spent glory, effectively making it so that the Madmob could get 3 extra glory to pull ahead. Primacy is powerful, and is only a part of the game if at least one player has cards that mention Primacy. The double edged sword is that a player who has no Primacy cards can still get Primacy if it is in the game. Unlike most warbands, the Madmob actually wants to ''lose'' Primacy, and have cards that promote losing Primacy. After getting the Primacy token, you can inspire ''one'' fighter if Hedkrakka is still alive. So if you have cards that let you get rid of it and get bonuses for doing that, only to get it again later, then you are messing up your opponent's card rotation. These savage orruks are suprisingly complex, and they become especially strong when inspired. ====Kainan's Reapers==== [[File:WHUPreviewKainan'sReapers.jpg|thumb|right]] [[Ossiarch Bonereapers]] warband. Made up of one Mortisan Executioner and five Mortek guards with varied weapons. They were sent to Beastgrave to collect the Bone-tithe from the Silent People, a lore only faction in Direchasm. They can't find the Silent People and get trapped in Direchasm, but they don't care since they can collect the Bone-tithe from the other warbands trapped in there with them. These guys are very much sticking with the one piece of the greater whole that the bonereapers are centered around, as almost all the morteks have a reaction that lets another mortek move after them as long as they didn't move before and end adjacent to them. And most of the morteks attacks gain damage if they have supporting morteks and roll the support symbols in their attacks. Stay together, and earn victory, all for Nagash. Like Mollog's Mob and Hrothgorn's Mantrappers, Kainan's Reapers are essentially a Big Boy warband, where your leader is your "Big Boy." You inspire by having three or more Bone-tithe counters, which you gain by taking an enemy out of action or by by playing cards to gain them. You can also spend your Bone-tithe counters to power up your cards or your attacks. Kainan is a level 1 Caster, but you may never want to use his spells when you see how heavy a hitter he is. Like Hrothgorn, Kainan's warband works very well as a whole, and can survive without Kainan being alive. Like Mollog, Kainan can hit like a truck. By spending two Bone-tithe counters, you can add one damage to Kainan's attack. Without any upgrades, that means Kainan can make a 4/5 damage attack uninspired/inspired that's very likely to succeed. ====Elathain's Soulraid==== [[File: Soulraid.jpg|left|250px]] The first [[Idoneth Deepkin]] warband. Composed of three spooky sea-aelves, a crab and a mean-looking fish with some huge fins. The crab was especially notable as it was promptly [[Meme|memed]] upon during it's reveal, even to the point where GW acknowledged it's popularity in a [https://www.warhammer-community.com/2021/05/30/sunday-preview-warhammer-skulls-adepta-sororitas-pre-orders-and-that-crab-you-love/ Warhammer Community article] The Soulraid's fighters on their own aren't especially powerful. All the fighters have okay defence, low wounds, and only basic damage. What makes them powerful is their insane mobility and, to everyone's surprise, the fish! Each Aelf fighter can either double move if they only have one move counter, or charge if they have one move counter; however, they can only do this during the first and third round. Since everyone but the Crab has a movement of 4 (and the Crab can use Scuttle to move a hex closer to a friendly fighter that just moved), that means your fighters can be up and down the board in a single round. Your entire warband inspires for the second round if they're not out of action (a special distinction because you can bring your Namarti Thrall back to life if it died). They lose their ability to double move, but they're considerably more powerful. You can also play a warband specific card to inspire in the Third round if your opponent doesn't discard two cards. Your fish is your tech-piece. It has no move characteristic, a single dodge dice, one wound, and no attacks. What makes it special is that at the end of your opponent's power step, you can place a token on a hex and then move your fish onto that token from anywhere on the board in your opponent's next power step. Also off the board. The fish cannot be taken out of action. It doesn't yield glory when it gets killed, and you just move it off the board. You can put the fish back on any token you place later in the game. You can also choose to not set up the fish in the beginning of the game if you want to ensure that you finish setting up first. What makes this fish great is that your attack and defense rolls still count as being assisted. You can practically guarantee a hit on any given fighter, and your opponent's only response is to either get out of the melee or try and get rid of the fish for no benefit. This is especially great when you can force your opponent to attack the fish in a last ditch attack in the fight, which makes him really [[rage|funny]].
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