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==Abilities Overview== * '''[Reaction] Brute Resilience''': A fighter can make this reaction when they are targeted by a melee attack action but before the hit rolls are made. Subtract 1 from the damage points allocated to this fighter by each hit from the attack action (to a minimum of 1). (Faction-wide Ability) **''Ability Commentary'' -This isn't all that great. Most of the time, the Counter universal reaction is going to be better. It doesn't affect the very common one-pointer damage (due to a minimum of 1), and it doesn't affect Critical Hits, as crits are defined separately from regular Hits. The only time I would see using this over Counter is if a model was facing a lot of 2+ damage normal hits and really needed to survive to hold or contest an objective at all costs. * '''[Double] Savage Fury''': Add 1 to the Move characteristic of this fighter for the next move action they make this activation, and add 1 to the Attacks characteristic of the next attack action they make this activation. (Faction-wide Ability) **''Ability Commentary''-A very powerful ability which compliments their already high movement and attack values. This ability basically combines the Universal Abilities, '''[Double] Rush''' and '''[Double] Onslaught''' into one ability. You'll find this is useful for a number of situations, both offensively and defensively. There is absolutely no reason to ever use either '''[Double] Rush''' or '''[Double] Onslaught''' on their own, as the use of this will grant both effects. Actually, as of 10/05/2022, Savage Fury only affects the "next move action made in the activation" and the "next attack action made" in one activation. If you move up to an enemy and want to attack, Savage Fury is ideal. If you want to do two moves though, Rush is better as it affects both actions in an activation. If you want to spend both actions standing and attacking, Onslaught is better as it adds to both attack actions. * '''[Double] All-out Attack''': A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation. This fighter makes a bonus move action or a bonus attack action. (Heart-Eater ability) **''Ability Commentary''-A standard ability which grants either an extra move or extra attack after the Heart-Eater kills an enemy. This can be very useful given its cost, as most factions who have access to a similar ability are typically activating it on a '''[Triple]'''. It can be useful for both moving and attacking, but it is perhaps best used defensively as a means to get out of threat range for an enemies follow-up activation (assuming your Heart-Eater is in danger of being attacked, of course). Worthwhile for its cost. * '''[Double] Beastmaster''': Pick a visible friendly fighter with the '''Beast runemark''' within 4" of this fighter. That fighter makes a bonus attack action. (Beastspeaker) **''Ability Commentary''-One of the more powerful abilities in this warband. Use the Beastspeaker to grant an extra attack to your Rocktusk Prowlers. Given the fact that your Rocktusk Prowlers are the best Fighters in your warband, this is a very valuable ability. Keep in mind, you can use this on other Chaotic Beasts in your roster as well. So that means Razorgors, Raptoryx, Harpies, and Chaos Warhounds can all be the target of this ability. * '''[Triple] Pounce''': Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visibile enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability. (Rocktusk Prowler) **''Ability Commentary''-A standard charge/impact damage ability. Given the high movement value of the Prowler, this is a very easy ability to activate. Anytime you are planning on moving in and attacking with a Prowler, turn a double into a tripe with a wild dice and use this. To get the most out of it, hope for at least an ability value of 4. If you can get it to 6, even better. You ''should'' be using this ''at least'' once per game. This takes the prowlers already high damage capability to absurd levels. * '''[Triple] Harpoon Snag''': This fighter makes a bonus attack action. After that attack action, the fighter targeted by that attack action makes a bonus move action directly towards this fighter, as if they were jumping, a number of inches equal to the value of this ability. (First Fang ability) **''Ability Commentary''-An ability with a surprising amount of tactical depth to it. This is obviously meant to be used with the First Fang's Harpoon attacks. The Harpoon has a good range of 8" and a good damage profile at 2/5. The uses for this ability are nearly limitless and can result in some hilarious plays. Make sure to yell, [https://www.youtube.com/watch?v=BBvHAOhY4YM ''"GET OVER HERE!"''] whenever you use this ability for maximum meme potential. Here's a quick list of ways you can use this ability: ***Pull targets into attack range of your other fighters ***Pull enemy Fighters away from objectives ***Pull enemy Fighters OUT of attack range of your fighters (assuming one is about to get gang-banged and beat on) ***Pull enemy Fighters off of raised platforms and watch them take impact damage (the most hilarious option) ***Pull enemy Fighters who throw out "aura" abilities away from their allies, thus fucking their "aura" effect(s) **Remember that the distance pulled is tied to the value of this ability which means you can potentially pull someone as much as 6" away from their current position. For most Fighters, this means that they can be pulled further than their movement stat, which is hilarious. **Also remember that the "pull" ability occurs ''regardless'' of if you actually dealt any damage with the attack. **Got errata'd to not be able to pull fighters who are engaged in close combat, since that requires a disengage action and this is a move action. Sadly. * '''[Quad] Unleash the Beast''': Until the end of the battle round, add half the value of this ability (rounding up) to the Attacks and Strength characteristics of attack actions made by this fighter that have a Range characteristic of 3 or less. (Faction-wide ability) **''Ability Commentary''-A decent offensive ability which can help you take out high Toughness targets very quickly. If you're using this, you'll ideally want to put it on your harder hitting Fighters and use it with a value of, ''at minimum'', 3. Your Heart-Eater, First Fang, and Rocktusk Prowlers are prime candidates for this ability. The real issue with this ability comes in the choice between sacrificing a potential '''[Triple] Pounce''' or '''[Triple] Harpoon Snag''' to turn it into this '''[Quad]''' ability. Most of the time, you'll be better off using the triple for one of the other abilities, but if you have the opportunity to take out a high value target, it may be worth it just to kill it in one activation. **''Alternative take''-The effect lasts until the end of the battle round, if you're lucky enough on your ability dices and/or hoarded wild dices, you may be able to pop '''[Quad] Unleash the Beast''' on your big cat and follow up with a '''[Double] Beastmaster''' for crazy high damages.
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