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===<span style="color:#8b0000;">Slaughterhosts</span>=== All Khorne units in your army gain this keyword. If a model already has a Slaughterhost keyword, it cannot gain another one, but this does not prevent other units in your army from having a different Slaughterhost keyword on other units. This does not mean you can use two Slaughterhost rulesets, it only means if a unit comes with a Slaughterhost keyword it is not prevented from being used in your army using another Slaughterhost keyword, they just can't benefit from any of the rules. There are four Slaughterhosts to choose from in the book and they are all bloody fantastic. Each comes with a keyword wide Ability and mandatory Command Ability, Command Trait, and Artifact of Power. It's an easy (see: free) way to get more good shit for your army, so there's really never a reason NOT to use one of them. NOTE: this doesn't give you a free random artifact; the artifacts in these must be the first artifact you give to your army. '''Reapers of Vengeance (boy I sure do hate wizards and love daemons)''' *'''Ability - Devour the Craven:''' If any enemy units within 3 inches of any friendly {{AOSKeyword|Reapers of Vengeance}} fails a battleshock test, add D3 models that flee. Stacks well with a few other new battleshock altering abilities. *'''Command Ability - Leave None Alive:''' At the start of the combat phase, pick 1 friendly {{AOSKeyword|Reapers of Vengeance Daemon}} unit wholly within 8 inches of a friendly {{AOSKeyword|Daemon}} model with this command ability. After that unit has fought in the combat phase for the first time, if they are within 3" of an enemy unit, it can instantly pile in and attack again. (For those of you looking at Tyrants, since both rules happen "immediately after a unit fights for the first time" using this command ability will break the chain of Tyrants, as such, whichever you want to fight twice, use it at the end of the chain.) *'''Command Trait - Mage Eater:''' The general can attempt to unbind one spell in the enemy hero phase in the same manner as a Wizard. If your unmodified unbind roll is an 8, the spell is unbound AND the caster suffers D6 mortal wounds. *'''Artifact - Skullshard Mantle:''' Each time the bearer is affected by a spell or endless spell, roll a dice. If you do so, on a 2+ ignore the effects of that spell on the bearer. It doesn't just work on wounds. '''The Bloodlords (boy I sure do hate Heros/Monsters and love punching them with my zipping Greater Daemon)''' *'''Ability - Slay the Mighty:''' You can reroll wound rolls of 1 for attacks made by friendly {{AOSKeyword|Bloodlords Daemon}} units that target a {{AOSKeyword|Hero}} or {{AOSKeyword|Monster}}. *'''Command Ability - First in His Sight:''' At the start of your hero phase, pick a friendly model with this command ability. You may heal 1 wound allocated to each friendly {{AOSKeyword|Bloodlords Daemon}} unit wholly within 16" of that model. *'''Command Trait - Slaughterer's Thirst:''' Add 4" to the Move characteristic of this general. Also, re-roll charge rolls for this general. Faster Bloodthirsters are always handy. *'''Artifact - Halo of Blood:''' The bearer fights at the start of the combat phase before the players pick any other unit to fight in that combat phase. Note: the player whose turn it is choosing who's "fight first" ability trumps the other. Note to the note: Actually not true, whoever's turn it is goes first with all of their 'fights at start of combat phase' units, then the other player fights with all of theirs, then it goes to standard alternating order. '''The Goretide (GOTTA GO FAST!)''' *'''Ability - Tireless Conquerors:''' You may re-roll wound rolls of 1 for attacks made by melee weapons by friendly {{AOSKeyword|Goretide Moral}} units wholly within 12" of an objective marker. *'''Command Ability - Ever Onwards:''' During your movement phase, before you make a run move, you may use this ability on 1 friendly {{AOSKeyword|Goretide Bloodreaver}} or {{AOSKeyword|Goretide Blood Warrior}} unit wholly within 16" of a friendly model with this command ability. If you do so, that run roll is auto 6. In addition, that unit can run and charge this turn. Reavers kept their +1 run/charge banner, and you can still whip them for +3 run/charge, so this ability allows you to get a block of 40 across the field turn one, their **minimum** threat range becomes 19+2d6" (Base Move + Run bonuses (roll of 6+1+3) + Charge bonuses (2D6+1+3) *'''Command Trait - Hew the Foe:''' Add 1 to the Damage characteristic of this general's melee weapon. Your general is going to want to get in and stay in, so beefy bois like your Juggerlord or Mighty Lord are best. *'''Artifact - Thronebreaker's Torc:''' Ignore positive or negative modifiers when making saves for this model. Now that your Bloodsecrator can move, may be just what he needs to shrug off the volleys of fire coming his way. *'''Named Hero With Keyword:''' Korghos Khul '''The Skullfiend Tribe (hunt their heroes, let lose your Khorgoraths)''' *'''Ability - Skull Hunters:''' You may re-roll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Skullfiend Tribe Mortal}} units that are wholly within 12" of an enemy Hero. *'''Command Ability - For the Brass Citadel:''' At the start of the combat phase, you can pick 1 friendly model with this command ability. Until the end of the phase, re-roll all hits and wounds for attacks made by friendly {{AOSKeyword|Skullfiend Tribe Khorgorath}} units wholly within 10" of that model. *'''Command Trait - Master Decapitator:''' Get 2 Blood Tithe points when your general slays a Hero instead of 1. *'''Artifact - Crowncleaver:''' Pick one melee weapon, that weapon gets +2 attacks. '''The Flayed (How do I like worshiping khorne but I don't like dying, also let loose your Skullcrushers)''' *'''Ability - Blood woken Runes:''' end of the combat phase, a {{AOSKeyword| Flayed Mortal}} unit save increases once by +1 for rest of game if they slay a {{AOSKeyword|Hero}} or {{AOSKeyword|Monster}}. *'''Command Ability - Wrathspeaker:''' at start of combat phase, a {{AOSKeyword| Flayed Mortal}} wholly within 12" of a {{AOSKeyword| Mortal Hero}} gain +1 to hit rolls if they charged this turn. *'''Command Trait - Vessel of Butchery:''' re-roll prayer rolls of 1 within 8" *'''Artifact - The Slaughterhelm:''' +2 charge rolls. '''The Baleful Lords (all abord the Bloodthirsters train)''' *'''Ability - Unbound Slaughter:''' {{AOSKeyword|Baleful Lords Bloodthirsters}} can run & charge and take can have one more '''Behemoth''' in your list if they are all {{AOSKeyword|Bloodthirsters}}. Do I Hear 5 Bloodthirsters. (you still need Battlines but you can go cheap on it) *'''Command Ability -Frenzed Annilation:''' during combat, one {{AOSKeyword|Baleful Lords Bloodthirsters}} ignores wound table. *'''Command Trait - Thirst for carnage:''' +1 to charge rolls for {{AOSKeyword|Baleful Lords Bloodthirsters}} within 8". *'''Artifact - Black brass crown:''' +1 Save against attacks. Put this on Bloodsecrator, leave him in cover and watch him laugh at any shooting attempts your enemies might try or be an asshole and give this item to Exalted Bloodthirster, nobody wants to meet 20 wound monster with 3+ save. '''A note regarding the above:''' Your general does not have to be from any of the above to take the general trait, but if he is than he MUST take it. That means no named heroes can be your general and get a keyword (Korghos Khul being the exception since he has the Goretide keyword). You MUST use the Slaughterhost's Artifact of Power (your general doesn't have to), and only that Slaughterhost's Hero can use it (so no giving your Goretide hero the Skullfiend Tribe's Artifact). The Slaughterhost's are clearly designed so that you take certain units (two being Daemon focuses and two being Mortal focused), but nothing's stopping you from mixing and matching. * Also: imagine Slaughterer's Thirst with Thermalrider's Cloak. Suddenly, your Juggerlord is moving 16" with Fly (or your Mighty Lord is moving 13" with Fly). There is A LOT of potential hidden in this book.
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