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==Allegiance Abilities== ===Battle Traits=== ; Fanatical Faith : Daughters of Khaine can ignore wounds allocated to them on a 6+. Sweet. ;Blood Rites : The fantasy variant of "Power From Pain". Every turn your units get a brand new special rule that stacks for the rest of the game. :#'''Quickening Bloodlust:''' Reroll run rolls of 1. :#'''Headlong Fury:''' Reroll dice rolls of 1 when charging. :#'''Zealot's Rage:''' Rerolls 1s to hit in melee. In addition, an Avatar of Khaine always counts as being animated. :#'''Slaughterer's Strength:''' Reroll 1s to wound in melee :#'''Unquenchable Fervour:''' Your units rerolls saves of 1, and do not need to take battleshock tests. ===Command Traits=== '''Aelve Generals Only''' #'''Bathed in Blood:''' Increase your wound characteristic by 1 and you can heal 1 wound at the start of each hero phase. Good on a Cauldron of Blood, but there are better ways to get your wounds back. #'''Zealous Orator:''' Add 2 to the bravery charteristic of units wholly within 12". Worse than the old version for elves, better for snakes, and not as important anymore since Mindrazor now doesn't require higher bravery +1 dmg. #'''Sacrifical Overseer:''' Add 1 to the hit rolls of the General's weapons. Lot of good options here, but this seems like a waste of a Command Trait, given you can have other better options. #'''Terrifying Beauty:''' Subtract 1 on hit rolls against the General. Putting this on the Cauldron of Blood will drive your opponent insane. Stacks with the existing -1 against shooting for heroes close to a unit, meaning that everyone shooting at you will have a -2 to hit you. #'''Master of Poisons:''' Add 1 to the General's weapons Damage characteristics. A Slaughter Queen with this will wipe out a unit a turn. #'''True Believer:''' Ups the turn number for the unit's Blood Rites. Good to get an Avatar of Khaine awake turn 2 (turn 1 in a Hagg Nar army) and just generally a good choice. '''BloodWrack Medusa only''' #'''Arcane Mastery:''' Reroll 1 casting, dispelling, or unbinding attempt in your hero phase, really good since the nerf to shadowstone ,and Mindrazor had the bump up to CV 8 but whether it's worth not taking a subfaction for is debatable. #'''Writhing Coils:''' Substract 1 from hit rolls made against this general. Always good, shooting more than melee, so might as well just take Khailebron and get teleporting while you're at it. #'''Fearsome Presence:''' Reroll failed Battleshock tests for units wholly within 12". You're probably running snakes with a medusa general, so why not just take Zainthar Kai get +1 bravery and/or take the battalion that makes it so you don't take battleshock. '''Melusai Ironscale Only''' #'''Veteran of the Cathrar Dhule:''' Recieve a CP on a 4+ while this general is on the battlefield in the hero phase #'''Impenenetrable Scales:''' Add 1 to save rolls for this general. Gives your Melusai a 4+ instead of a 5+ save. #'''Fuelled by Revenge:''' Use your Wrath of the Scathborn command ability for free once per battle. ===Gifts of Morathi=== (Can be given to any Daughter of Khaine Hero) #'''Crown of Woe:''' Subtract 1 from the bravery of enemy units within 7". This range doubles to 14" the first time the bearer slays an enemy model. #'''Shadracar's Fang:''' One of the bearers melee weapons adds +1 to hit rolls. Also unmodified sixes do 1 mortal wound #'''Amulet of Dark Fire:''' The bearer negates mortal wounds inflicted '''by spells''' on a 4+. #'''Crone Blade:''' One of the bearers melee weapons heals the user by d3 at the end of combat phase if any units were slain with that weapon #'''Thousand and One Dark Blessings:''' Nerf Bat Edition, No longer gives +1 save but instead gives you a 5+ FNP instead of a 6+ #'''Bloodbane Venom:''' If the bearer wounds an opponent but does not slay them, roll a dice after the combat phase. If the number equals/beats the victim's wound characteristic then it is slain outright. ===Artefacts of Shadow=== (Bloodwrack Medusa only) #'''Shadow Stone:''' Add +1 to any casting attempts for Lore of Shadows spells. Helpful for making sure you get an important spell off. +1 to Casting the Withering is '''never''' a bad thing. Best way to get Mindrazor off. Nerf bat removed the re-reolling 1's on casts, still good but not the most have it was #'''Rune of Ulgu:''' Bearer knows one extra Lore of Shadows spell. More options are never a bad thing. #'''The Mirror Glaive:''' Each time the Bearer unbinds a spell, they can attempt to cast Arcane Bolt or Mystic Shield as if it was the Hero phase. If successful this spell can't be unbound. Better now that the Medusa can unbind 2 spells. #'''Seven-fold Shadow:''' Once per battle, instead of moving you can set them up anywhere on the battlefield more than 9" from Enemy units. This uses up thier movement phase. You already have dozens of ways of teleporting units so this is a pass. #'''Crystal Heart:''' [[Awesome |Bearer can cast a second spell in the Hero Phase. If they do they roll a d6, taking d3 Mortal Wounds on a 1.]] #'''Shade Claw:''' The Medusa's Whisperclaw is now -2 Rend. Helps out your Medusa in melee, so worth considering if you have them on a Bloodwrack Shrine. ===Relics of Khaine=== (Daughters of Khaine Priests only) #'''Blood Sigil:''' Bearer gains one additional Prayer. More options is never bad. #'''Iron Circlet:''' Bearer re-rolls 1's when seeing if a prayer is successful. Prayers Manifest on a 3+ and all have very useful buffs so this can be helpful #'''Rune of Khaine:''' Bearer explodes on death. Roll a dice. One 1 nothing happens. On 2-5 the unit that killed them takes D3 Mortal Wounds. On a 6, the unit takes D6. Works against any attack and doesn't have a ranged restriction so going by RAW, [[Just As Planned| your Hero can explode and do the Mortal Wounds against something across the table.]]. Main problem is that you want your Hag Queens alive as much as possible because Witchbrew is just that good. Witch Elves are your cannon fodder, and should really be dying instead. #'''Crimson Shard:''' Add 2 to wound to wound rolls for one of the bearers melee attacks. Pretty solid on a Cauldron as they will be getting stuck into melee anyway. #'''Khaineite Pendant:''' Bearer can Pray three times in one Hero Phase, but the first time you roll a 1 to manifest a prayer, they take d3 Mortal Wounds instead of 1. Extremely useful as your Prayers are all very useful. Being able to spam them is awesome. Probably your default choice. #'''Hagbrew:''' Add +1 to Wound Rolls for the Bearer's melee weapons. Nice on a Hag Queen on Cauldron of Blood. [[Rape |Turns the Slaughter Queen on Cauldron into a death machine.]] ===Prayers of the Khainite Cult=== #'''Catechism of Murder:''' Pick a Friendly Daughters of Khaine unit wholly within 14". Any 6's to hit explode and deal 2 hits. #'''Blessing of Khaine:''' Pick a friendly Daughters of Khaine unit wholly within 14". They re-roll failed FNP rolls from Fanatical Faith. With Hagg Nar, bucklers and the Cauldron buff, your units now have a 4+, then rerollable 5+ saves. You can take a charge quite happily, then murder whatever dared getting close in your turn with ease... #'''Martyr's Sacrifice:''' Pick a friendly Daughters of Khaine unit wholly within 14". Each time a model is killed in the Combat Phase, roll a d6. The dead model deals an extra Mortal Wound on a 5+ to a unit within 3". Stacks with the Bucklers. #'''Crimson Rejuvination:''' Pick a friendly Daughters of Khaine unit within wholly 14", That unit heals 1d3 Wounds. Still can't target Morathi since her special rules don't allow her to be healed #'''Covenant of the Iron Heart:''' Pick a friendly Daughters of Khaine unit wholly within 14". That unit does not need to take Battleshock tests. #'''Sacrament of Blood:''' Pick a friendly Daughters of Khaine unit wholly within 14". That unit counts the current battle round as being 1 higher for determining Blood Rites traits. Stacks with other abilities that give this effect. ===Lore of Shadows=== The Lore of Shadows we all know and love is back! Note that Doomfire Warlocks are Wizards and can take a spell from here despite not being a Hero unit. EDIT: Doomfires cannot cast spells outside of their warscroll. But they are an impressive melee unit to compensate. #'''Steed of Shadows:''' Casting Value 6. Caster can Fly and has a 16" Move. #'''Pit of Shades:''' Casting Value 7. Pick an Enemy Unit within 18" of the caster, within line of sight, and roll 2d6. That unit takes 1 Mortal Wound for each point the 2d6 exceeds their Movement. Awesome against tough, but slow units. That Death player who keeps tarpitting you with blobs of 40 Skeletons? This spell was designed for you, followed up with a Bloodwrack Stare. #'''Mirror Dance:''' Casting Value 6. Pick two Daughters of Khaine Heroes wholly within 18" of the Caster. Set them up more than 9" away from enemy unit, they cannot move in the following movement phase. #'''The Withering:''' Casting Value 7. Pick an enemy unit within 18" of the caster within Line of Sight. [[Awesome |Until the next Hero Phase add +1 to Wound Rolls for '''all attacks''' that target that unit]]. You should always have this. #'''Mindrazor:''' Casting Value 8. Nerf Bat Edition. Pick a friendly Daughters of Khaine unit wholly within 18" of the caster. All of that units melee weapons gain an additional -1 Rend and gain 1 extra damage if that unit charged. Our Most used spell and a must have for the -1 Rend alone. No longer gives +1 dmg for having higher bravery, better against demons and undead, but in extended combat. But with the Khelt Nar sub faction you can retreat and charge, and you get an additional rend on the charge with Elves in Drachi Ganeth. But it also has a CV of 8 now making it harder to cast #'''Shroud of Despair:''' Casting Value 4. Pick an enemy unit within 18" and within Line of Sight. They take -1 to Bravery until the next Hero Phase. If the Casting roll was 8+, they take -d3 Bravery Instead. ===Endless Spells=== 1. '''Bloodwrack Viper:''' 40 points. Casting value 7. After this model has moved, pick one unit within 1" of it and roll 3 dice. For each dice roll that beats the wounds characteristic per model for that unit, one model from the unit is slain. Good at weakening units of multi-wound models, and will be a major thorn in the side of elite armies. 2. '''Bladewind:''' 40 points. Casting value 6. Any unit that was passed across by this model or is within 1" when it ends its movement suffers D3 Mortal Wounds. Enemy units within 12" also don't get the cover modifier for their save rolls. 3. '''Heart of Fury:''' 80 points. An Invocation rather than a spell. Subtract 1 from the damage inflicted (to a minimum of 1) for each successful attack targeting a Daughters of Khaine unit wholly within 12" of this model. Very nice defensively, but there's a catch. At the start of each battle round, Heart of Fury ends unless you roll a 4+ (add +1 if there's any friendly Avatars of Khaine within 6"). Good against armies with high damage weapons, though the caveat is a minor inconvenience and it doesn't work on special tricks (eg; attacks that deal Mortal Wounds in addition to normal damage).
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