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====Named Characters==== '''Note:''' Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth. *'''Archaon, The Everchosen, Lord of the End Times:''' Holy fuck, probably one of the most expensive characters but an outrageously deadly one at that. Can at any time double his attacks for the rest of the game (on a character with a WS and I of 9; S, T and A of 5 - scary shit), but will strike himself, or his unit (your choice), on a to-hit roll of 1. Did we mention he has 3+ ward save, magic resistance 3, ignores armour with his attacks, causes terror, counts as a wizard and cannot be wounded on better than a 3+? Also, that isn't a complete list of his abilities. Still, taking him will eat the entirety of your Lord choices, and you still need an army of over 2700 points just to field him ''(why? 7th edition doesn't use % of army requirements)''. Needless to say, you're probably never going to see him on the table. But if he does appear, oh boy will he wreck shit, shame about the enormous fire magnet taped to his shoulders. *'''Galrauch, The Great Drake:''' Take a dragon. Split his head (this means also his breath weapon). Make it chaos-y. Make it a level 4 mage who knows all the Tzeentch lore. Make his stats all 6, except discipline 9. That's Galrauch. Too bad he haves to take a D test every turn, and if he fails, 3 of his attacks have to harm him. Fuck. ''(what the fuck is Discipline?? It's Leadership.)'' *'''Sigvald, the Magnificent:''' Pretty goddamn slick and cost effective. Ignores terrain penalties and can always march WITH A SQUAD, all but immune to psychology, always strikes first, a 1+ armour save with regeneration and 2 bonus attacks. His only drawback is his stupidity (although the reason behind his stupidity is so fabulously awesome he gets a pass. He's so distracted by his own good looks that he calls his mirror-shield-bearers to him and stands around blowing himself kisses and poncing around.) But he's fucking stubborn and Ld 10 so big goddamn deal! Bear in mind he is only T4 so he will die easier compared to a regular lord. *'''Kholek Suneater:''' A Shaggoth. But way bigger and more badass. Kholek comes with a nice suit of Heavy armor which redirects all lightning-based attack against him, and wields a great weapon which inflicts D3 wounds. Essentially impossible to kill without lore of metal, cannons or Pit of Shades. Will destroy most things in combat, and could actually edge Archaon in hand to hand. *'''Valkya the Bloody:''' A not-quite daemon prince(ss), she can fly, strip an attack from her opponents, has killing blow and a stat line halfway between a daemon prince and a chaos lord. She also lets you re-roll on the Eye of the Gods table if you wish. -1 Strength to all attacks includes shooting, so unless your opponent is running cannons, feel free to fly her around solo bitchslapping war machines, 5 man knight units, and 4 man demigryph units: with 6 S7 AP attacks on the charge, she can and will flank and run down 4 mournfang; just don't go in from the front. Can and will beat down any solo character, up to and including that irritating Dark Elf Pendant Lord on his fancy-schmancy Pegasus. *'''Vilitch The Curseling:''' A level 4 Tzeentch wizard with an improved statline and little protection outside his armor save. Can store way more power dice than he should. Having Loremaster Tzeentch is nice. Pricy though. *'''Festus The Leechlord:''' Festus is a mixed bag. Being a level 2 Nurgle wizard is meh. Having no save other than regen is also meh. The main reason why people take him is because he gives 5+ regen and poison to his unit. Which, if it is, say, a 50 man marauder horde, is fucking brutal. Only pursuing 1D6 is bad, but on the off chance you do, you get double victory points for that unit. Unreliable, but can be game changing, especially if you run down something worth 400+ points. *'''The [[Troll]] King Throgg:''' A troll with better stats. Incredible for his cost. Lets you take trolls as core, lets all trolls, ogres, dragon ogres and warhounds use his Ld (8), gives said units re-rolls to their Ld if he is within 12 inches, and gets D6 vomit at S6 (actually, he has a strength 5 breath weapon that ignores armour saves). Outrageously deadly when you put him in a unit of 17 trolls. *'''Wulfrik The Wanderer:''' One of two named characters frequently taken to lead a unit of Marauders, Wulfrik does two main things. The first is his ship, Seafang, which is essentially the Outflank rule from 40K on steroids. The second is his Gift of Tongues rule, which both forces the opponent to accept his Challenge and lets you pick who accepts. You take him to get a unit of Marauders into the enemy's backfield to wreck artillery, mages and other squishy units. His stats aren't bad, particularly against the target of his Hunter of Men ability, but if you're looking for a pure combat character you're better off with a properly kitted out Exalted Hero. Take him for Seafang instead.
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