Editing
Age of Sigmar/Tactics/Destruction/Orruk Warclans
(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!
==={{color|#999900|Others}}=== {{anchor|FWRogue}} *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS//aos-warscroll-rogue-idol-2019.pdf Rogue Idol]:''' (430pts) Your resin FW melee beast. Now with {{AOSKeyword|Orruk Warclans}}, {{AOSKeyword|Ironjawz}}, {{AOSKeyword|Bonesplitterz}}, {{AOSKeyword|Kruleboyz}}, and {{AOSKeyword|Greenskinz}} keywords so that you can field him as you see fit in any pitched battle according to Monstrous Arcanum 2021. Tough (16W 4+ armor 5+ ward) rather Fast (10') and Fighty Monster with two range 3' +3 +2(with degradation) -2 D6 damage attacks and additional 10 (with degradation) 2' 3+ 3+ -2 2d stompin feet attacks. Adds one to hit rolls for it's attacks on a charge turn and also a decent support for any Orruk army. In addition to its combat powers, it also adds one to Orruk and Grot casting rolls (within 6') and Bravery(wholly within 18'). Make sure that your units don't get too close to it, if he dies rocks will fall off it and on a roll of 4+ will harm units in 3' with d3 MW. It laso inflicts 1MW at the end of combat phase on a roll of 4+ to enemy units nearby. **After recieving keywords of each warclan Rogue Idol can get benefits from the most of Warclans Spells and abilities. *** Can benefit from of any Warclans Waaagh (10 attacks with rend -3 damage 3 that hit on 2+ on a charge? Ironjaws can help you with that) and other Battle traits like Smashing and Bashing, Tireless Trackers or Spirit of Gorkamorka etc and subfaction warclan abilities (Icebone Mortal wounds equal to it's damage on 6 to wound, Drakkfoot Rogue Idol that ignores wards). (it '''CAN NOT''' benefit from Venom Encrusted Weapons and Big Waaagh bonuses table because he is not {{AOSKeyword|Orruk}} !) (for same reason he can't be teleported with Great Green Hand of Gork) *** Can be teleported to enemy by Kruleboyz Supa Sneaky CT. *** Can be a target for Alright, Get 'Em!(Ironsunz) and Mighty Destroyers Ironjaws Command ability, Command Abilities can also be issued in 18 from Rogue Idol since it has a{{AOSKeyword|Totem}} keyword. *** Kruleboyz wizard can cast Sneaky Miasma (CV6) on a Rogue idol for additional 10' move in hero phase since it's a {{AOSKeyword|Kruleboyz Monster}}. *** Ironjaws hero can use Mighty Destroyers on Rogue Idol for additional 10' move (or 2d6' charge/3' pile in) in hero phase. *** Combine these two methods in Big Waaagh, move your Rogue idol 20' in hero phase, then move 10' in movement phase and charge 2d6. (you can add Fast Un+MD Mawkrusha with 36' move + 2d6 charge to that and you opponent gonna have two big threats near his expensive and important units turn one) *** For Bonesplitterz Rogue Idol is one of the few {{AOSKeyword|Monster}}s they can take to execute their monster related tactics. ***It can be buffed by many warclans factions spells. So Bonesplitterz can send out a Rogue Idol with a 2+ save! or add +1 for to wound or to hit rolls. Warchanter can buff it's damage or charge range. Bonesplitterz Wardoks(no limits) and Warchanter(one) can heal Rogue idol for d3 wounds on 3+ roll in 12' Can be helpful since it's degradation has serious effects on its performance. *'''Kragnos, The End of Empires:''' (720 pts) Our Big Boy, Avatar of Destruction that nobody asked for, himself. After finally recieving an update in Battlescroll Gods and Heroes Dec 2021 Kragnos may finally see some play, it is still unclear if he is worthy of his enormous point cost but he is for sure much better than he was before. While he doesn't have any Warclan Keywords (or any other destruction faction keywords) he doesn't throw any allegiance perks out the window for the rest of the army thanks to his Warmaster ability, he is also always a general for any destruction army. Kragnos is very much a beatstick leader, his melee weapons are all quite deadly: The Dread Mace (3' 6a 3+ 2+ -3 4), Hoves (1' 6-3a 3+ 2+ -1 2) and a shield named Tuskbreaker (1' 3a 3+ 2+ -2 d3) and if you think that this is not enough to absolutely smash anyone to pieces he still has his Rampaging destruction ability: After his charge every enemy unit in 1' from him recieves d6 MW on a 2+ roll '''OR''' you can pick an enemy {{AOSKeyword|Monster}} in 1' and roll 2d6, on a 7,nothing happens. On any other roll, that enemy Monster suffers a number of mortal wounds equal to the score of the dice used for the 2D6 roll '''multiplied together'''. For example, a 2D6 roll of 2 and 6 would inflict 12 mortal wounds (2 Γ 6 = 12). Yes, if you roll 2 sixes enemy monster will recieve 36 MW! Kragnos no longer provides +1 bravery to destruction units and no longer rerolls charge against dragons but he recieved much better abilities instead! Any friendly {{AOSKeyword|Destruction}} unit wholly within 12' of him can charge 18' and roll 3d6 for that (including himself (Kragnos has 10'-7' move)) which is huge for many Desruction units including Kragnos himself (essentially that allows him to more reliably stuck in combat turn 1 where he can deliver his massive damage potential). Kragnos also recieved new Mightiest Makes Rightiest ability and now counts as 30 (degrades to 18) models on objective! Take that Mega Gargants! Kragnos is rather tough with his 18w, 2+ armor save. His shield can ignore spell effects when rolling 3d6 and beating the CV of the spell. (including endless spells), with his update he also recieved 6+ ward and new Avatar of Destruction ability that protects him from oneshot abilities (hand of dust, kingslayer, dagger of jet etc.) instead of dying from them he recieves d6 MW. Also at the end of any phase when wounds were allocated to him he roars for d6 MW to every unit (including friendly units) in 6' on a roll of 5+ AND does it more easily the more he's wounded (up to 2+). **Kragnos 3d6 charge aura can be very useful in Mawtribes army, where Mawtribes units can inflict more impact MW for longer charge distance. **While more resistant to mortal wounds after an update Kragnos is still very vulnerable to them. 6+ ward won't protect him form mass mortal wounds spam from ranged units. **Since Kragnos doesn't have any Warclans related keywords he has almost no interaction with most of Warclans spells and abilities. (only "friendly unit" wording works: Warchanter healing, Mystic Shield, Levitate, Endless spells, Mork's Eye Pebble artefact from a hero nearby, Marshcrawla Sloggoth +1 to hit aura, core command abilities) **Kragnos is a totem and can issue commands in 18' from him.
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