Age of Sigmar/Tactics/Old/Warscrolls Compendium/Beastmen: Difference between revisions

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Warscrolls
Warscrolls
Heroes


Gorthor The Beastlord:
Gorthor The Beastlord:

Revision as of 18:16, 12 August 2015

For your Furries Incarnate, come to spill randomness over the new world

Rules are here [1]

Warscrolls

Heroes

Gorthor The Beastlord: Your greatest champion. He's very fast and a good fighter, but don't trhow him at nagash. Each turn he can heal a wound(he has 8 on his profile) or inflict one to a nearby enemy. If he charges he can re-roll his to hit rolls with his weapon ,the Impaler and inflict 1d3 mortal wounds to his enemy.He also re-rolls to wound rolls against heroes,so he can (with the extra help of his assistant and tuskgor) kill most heroes in one charge phase.His command ability is strong,but not broken.

Khazrak The One-eye:6 attacks plus a number of extra attacks equal at the number of enemies within range of his weapon (3') so he can kill foot soldiers with ease. His dark mail offers him a good save (3+) and gives a -3to cast penalty to enemy wizards within 12'.Like Gorthor he gets re-rolls against heroes, so he can kill wizards and normal heroes quickly.His command ability lets friendly units within 16'retreat and Heroesthen charge in the same turn.

Beastlord: relative good fighter. His command ability is the same as gorthor, except that he needs to kill people every turn he wants to activate it.

Wargor standard bearer: Can add 1 to hit and to wound if ,before launching the dices you let louse a bestial warcry.More seriously if he plants his standard brayherd units within 18' may add 1 to their to wound rolls.

Great bray-chaman: they are basic spellcasters (one spell/turn) with a nice spell who can summon a monster on a 9 or more. With the keyword system they are chaos wizard so they can summon many things( most players forget to check the keywords of their troops, but it's very important to check it out) P.s. you don't need to have a unit in your army to summon it, you just need the warscroll of that unit.

Malagor, the bad omen: a mighty(ier) spellcaster with two spells per turn anda +1 to cast if he has already cast a spell this turn. He has a nifty ability who has a chance of protecting himself in close combat.

Morghur, the master of skulls: the other powerfull spellcasterin the army. He's immume against long range attacks and spells, can make chaos spawns and has a signature spell powerfull against heroes with bad bravery

Doombull: A good melee fighter, he can kill monsters and heroes alike and . Beware from really strong heroes ( nagash, tamurkhan, archaon,malekith,...)His command ability gives brayherd units within 19' a bonus to wound, which is strong in combination with units who already wound on 3+.Sometimes he also gets some extra attacks.

Ghorros warhoof Not really impressive as a fighter hero, he can unbind two spells each turn and he boosts an unit of centigors.His command ability further boost centigors. His bravery is only 4 but each turn he ads 1d6 to it, making him unreliable.

Units