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===[[_Age_of_Sigmar#Destruction|Destruction]]=== ====[[Ironjawz]]==== [[File:WCIJ.jpg|300px|right]] [[Warcry/Tactics/Ironjaws|Ironjaws]] Tactics. Orruks being,... well, [[Orks|orruks]] have decided that being in Archaon's turf is one of the best places to get a good fight, so some bands of them have made this place their home. Centered on the Brutes and 'Ardbois, is a melee powerhouse Warband. Get yourself a box of Brutes and the Warhammer Underworld's Ironskull's Boyz. So you have more than a full Warband with some variety except the shield boy. But honestly, channel your inner Orruk: Do you really need a shield? * '''[Double] Charge!:''' A fighter can use this ability if there is a visible enemy fighter within 6" of a fighter. This fighter makes a bonus Move action to finish closer to a closest visible enemy fighter than at the start of that Move action. (All) * '''[Double] Shield Bash:''' After fighter's next Move action, pick visible enemy fighter within 1" and roll a dice. On 4-5 allocate 1 damage point, on a 6 a number equal to ability value. (Ardboy with Shield) * '''[Double] Duff Up Da Big Thing:''' Until end of fighter's activation add 2 to Attacks and Strength characteristic of fighter's Attack actions with Range characteristic of 3 or less and that action target an enemy fighter with a Wound characteristic of 15 or more. (Brutes) * '''[Triple] Waaagh!:''' Add the value of this ability to the Move characteristic of friendly fighters within 6" of this fighter, when this fighter uses this ability, until the end of battle round. (Leader) * '''[Triple] Da Grab an' Bash:''' Pick a visible enemy fighter within 1" of this fighter an roll a dice. On a 3+, until the end of battle round, that fighter cannot make Move actions or Disengage actions. In addition, on a 6, this fighter can make a bonus Attack action against that enemy fighter. (Brute Boss with Klaw) * '''[Quad] Rampaging Destroyer:''' Until the end of this fighters activation, add 1 to Attack characteristics of Attack actions made by this fighter. In addition, each time an enemy fighter is taken down by an Attack action made by this fighter this activation, this fighter can make a bonus Move action. (All) ====[[Bonesplitterz]]==== [[File:WCBS.jpg|300px|right]] [[Warcry/Tactics/Bonespitters|Bonespitters]] tactics. These guys are so nuts, or their shamans are, that some of them eventually make their way to the Eightpoints and start smashing heads. That's it, really. One of the cheapest to do, as it revolves only on the Savage Orruks, including the Big Stabbas. More fragile than the Ironjaws, but with more ranged options. * '''[Double] Charge!:''' A fighter can use this ability only if there is a visible enemy fighter within 6" of them. This fighter makes a bonus move action and must finish closer to the closest visible enemy fighter than they were at the start of the move action.(All) * '''[Double] Toof Shiv:''' Pick a visible enemy fighter within 1" of this fighter and roll a dice. On a 3-4, allocate 1 damage point to that fighter. On a 5-6, allocate a number of damage points to that fighter equal to the value of this ability. (Morkboy) * '''[Double] Beast Spirit Ju-Ju:''' Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters while they are within 6" of this fighter. (Bone Totem) * '''[Triple] Waaagh!:''' Add the value of this ability to the Move characteristic of friendly fighters within 6" of this fighter when this fighter uses this ability, until the end of the battle round. (Leader) * '''[Triple] Loadsa Arrows:''' Add half the value of this ability (rounding up) to the Attack characteristic of attack actions made by this fighter that target an enemy fighter more than 3" away. (All Arrowboys) * '''[Quad] Rampaging Destroyer:''' Until the end of this fighter's activation, add 1 to the Attacks characteristic of attack actions made by this fighter. In addition, each time an enemy fighter is taken down by an attack action made by this fighter this activation, this fighter can make a bonus move action. (All) ====[[Gloomspite Gitz]]==== [[File:WCGSG.jpg|400px|right]] [[Warcry/Tactics/Gloomspite Gitz|Gloomspite Gitz]] tactics. The Bad Moon has turned its leering glare to the Eightpoints, and with it comes the Moonclan Grots ready for a good krumpin’. You’ll mostly be pulling from the standard Grots box, as well as Squig Hoppers/Boingrot Bounderz and the Caves Squigs + Herders, and as of the new "Gloomspite Gitz" box you can use Sneaky Snufflers. Like always, you’ll be one of the more numerous warbands in the game if you use mostly Grots. Alternatively, you can mix it up and go elite with Squig Riders and Cave Squigs. * '''[Double] Backstabbing Mob:''' A fighter can use this ability only if there is a visible friendly fighter within 1". Until the end of this fighter's activation, add 1 to the Attacks and Strength of any attacks they make with a Range of 3 or less. (All) * '''[Double] Barbed Net:''' Pick a visible enemy fighter within 3" and roll a dice. On a 3+ they cannot make any move or disengage actions until the end of the battle round. (Stabba with Barbed Net) * '''[Triple] Boing! Boing! Boing!:''' Until the end of this fighter's activation, the next time they finish a move within 1" of an enemy fighter, pick one visible enemy fighter within 1". They take damage equal to the value of this ability. (All Boingrot Bounders and Squig Hoppers) * '''[Triple] Stab 'Em Good:''' Until the end of the battle round add 1 to the Attacks characteristic of attack actions with a Range of 3 or less made by friendly fighters while they are within 6" of this fighter. (Leader) * '''[Triple] Go Dat Way!:''' Pick a friendly fighter with the Beast runemark within 4" of this fighter, they make a bonus move action. (Squig Herder) * '''[Quad] Sneaky Stab:''' This fighter makes a bonus move action, then they can make a bonus attack action. In addition, if this fighter is within 1" of their target add the value of this ability to the damage of all hits and critical hits from that attack. (All) ====[[Ogor Mawtribes]]==== [[File:WCOMT.jpg|300px|right]] [[Warcry/Tactics/Ogor Mawtribes|Ogor Mawtribes]] tactics. Much like the Orruks, Ogors don’t particularly needs a reason to be in the Eightpoints other than they are mad hungry. They are generally a low model count team with each big boy capable of taking and dishing out a lot of damage. * '''[Double] On the Mawpath:''' Add half of the value of this ability (rounding up) to the Move characteristic of this fighter for their next move action in the current activation. * '''[Double] Might Makes Right:''' A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them in this activation. This fighter makes a bonus move or attack action. * '''[Double] Ironfist:''' Pick a visible enemy fighter within 1" of this fighter and roll 2 dice. For each 4-5 the enemy fighter takes 1 damage point, for each 6 they take 2. * '''[Triple] Bullcharge:''' Until the end of this fighter's activation, the next time they finish a move action within 1" of an enemy fighter the enemy fighter takes damage points equal to the value of this ability. * '''[Triple] Sneaky Traps:''' Until the end of the battle round, each time an enemy fighter finishes a move action within 3" of this fighter, that fighter suffers impact damage. * '''[Quad] Thunderous Blast of Hot Metal:''' Add half of the value of this ability (rounding up) to the Attack and Strength characteristics of the next attack action made by this fighter this activation that targets an enemy fighter more than 3" away.
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