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===<span style="color:#8b0000;">Command Traits</span>=== Much like the Disciples of Tzeentch Battletome, there are three tables to pick Command Traits from for you: Bloodbound, Daemons and Mortals. If you have a combination of those keywords, you can pick which table you take your Command Traits from, though 1-3 are copy-pasted on all three tables. A {{AOSKeyword|BLOODBOUND}} General of an army with a {{AOSKeyword|KHORNE}} allegiance and has chosen to take the {{AOSKeyword|KHORNE}} allegiance abilities can choose one of the following Command Traits: #'''Arch-slaughterer''': You generate one additional Blood Tithe point each time your general slays an enemy HERO or MONSTER. Khorne rewards those who kill bigger threats and worthy prey. #'''Unrivalled Battlelust''': If your general is within 12" of an enemy unit (but not within 3" of an enemy unit) at the end of any of your opponent’s charge phases, you can immediately attempt a charge move with your general. A nice bonus if your general is a meaty big guy. #'''Slaughterborn''': Re-roll all of your general’s failed melee hit rolls. Fine. It might not look like much, but it can be especially important if your general has plenty of attacks and/or carries certain Artifacts of Power. #'''Mark of the Cannibal''': If your general slays one or more enemy models in the combat phase, they heal 1 wound at the end of the phase. This is a nice bonus, given that your heroes have already have a healthy number of wounds, pretty good if you are expecting to get lots of focus from the enemy. #'''Bloodsworn''': KHORNE MORTAL units from your army wholly within 16" of your general can use your general’s Bravery characteristic in place of their own when making battleshock tests. Now a lot more impressive with the lose of table-wide battleshock immunity. Giving your Bloodreavers and Blood Warriors Bravery 9 could be the difference between losing the unit or staying alive another turn. #'''Disciple of Khorne''': Add 2 to the Attacks characteristic of all melee weapons wielded by your general (but not any weapons used by their mount if they have one). If your general has multiple weapons this makes them even scarier. A {{AOSKeyword|DAEMON}} General of an army with a {{AOSKeyword|KHORNE}} allegiance and has chosen to take the {{AOSKeyword|KHORNE}} allegiance abilities can choose one of the following Command Traits: #'''Arch-slaughterer''': You generate one additional Blood Tithe point each time your general slays an enemy HERO or MONSTER. Khorne rewards those who kill the bigger threats and the worthy preys. #'''Unrivalled Battlelust''': If your general is within 12" of an enemy unit (but not within 3" of an enemy unit) at the end of any of your opponent’s charge phases, you can immediately attempt a charge move with your general. A nice bonus if your general is a meaty big guy. #'''Slaughterborn''': Re-roll all of your general’s failed melee hit rolls. Fine. It might not look like much, but it can be especially important if your general has plenty of attacks and/or carries certain Artifacts of Power. #'''Rage Unchained''': Add 1 to the Attacks characteristic of all melee weapons wielded by your general. Neat! #'''Aspect of Death''': Each time an enemy unit within 8" of your general fails a battleshock test, D3 additional model flees from the unit. All around a good bonus. #'''Devastating Blow''': Any unmodified wound rolls of 6 for attacks made by your general (not their mount) in the combat phase inflict a number of mortal wounds equal to the weapon’s Damage characteristic instead of being resolved normally. The closest thing Daemon Generals have to a must pick, given that they already have a scary damage characteristic. A '''MORTAL''' General of an army with a '''KHORNE''' allegiance and has chosen to take the '''KHORNE''' allegiance abilities can choose one of the following Command Traits: #'''Arch-slaughterer''': You generate one additional Blood Tithe point each time your general slays an enemy HERO or MONSTER. Khorne rewards those who kill bigger threats and worthy prey. #'''Unrivalled Battlelust''': If your general is within 12" of an enemy unit (but not within 3" of an enemy unit) at the end of any of your opponent’s charge phases, you can immediately attempt a charge move with your general. A nice bonus if your general is a meaty big guy. #'''Slaughterborn''': Re-roll all of your general’s failed melee hit rolls. Fine. It might not look like much, but it can be especially important if your general has plenty of attacks and/or carries certain Artifacts of Power. #'''Hungry for Glory''': You can reroll all hit and wound rolls of 1 for your general when attacking enemy HEROES or MONSTERS. [[Meme|Pretty good, pretty powerful]]. With the proper support, your general will be a potent hero buster and monster hunter... given that there are plenty of them on your enemy's side. #'''Berserker Lord''': Roll a dice each time your general suffers an unsaved wound or mortal wound; on a roll of 5 or 6, the wound or mortal wound is ignored. A save after the save. These things have always been pretty damn handy, just ask to any Chaos Warrior with Runeshields. Now that it is always active, this is a much better trait to take. #'''Violent Urgency''': You can reroll failed charge rolls for your general and any KHORNE units from your army that are wholly within 12" of him at the start of the charge phase. Actually a strong trait for almost any mortal general, putting out charges is always good, and guys like Knights, Chariots and Skullcrushers, who have bonuses for charging, already love this trait.
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