Warcry
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A specialist game for Age of Sigmar and successor to Skirmish, Warcry was initially described in previews to incorporate aspects of both Kill Team and Warhammer Underworlds, though the end result bears little resemblance to either (which isn’t a bad thing). It looks to offer a much more complex and nuanced take on the various Chaos factions of Age of Sigmar.
The Game
Seeking the favor and blessing of the Everchosen, warbands of Chaos cultists and other denizens of the Mortal Realms clash for supremacy within the Varanspire, a hub of activity at the heart of the Eightpoints (formerly known as the Allpoints before Chaos fully up and moved in), which happens to be a certain somebody's seat of power.
So far the following mechanics and characteristics has been confirmed:
- As with all their games lately, Open, Narrative and Matched play modes.
- The game is played in a rather small area, around 20" x 30" with lots of scenery, similar to Kill Team.
- The standard game generation is handled by four decks of cards that determine scenery disposition, deployment, objectives and game's special rules. Specific sets of scenery have exclusive cards that are added to the decks and Matched play have special scenarios with deployments and special rules.
- Deployiment is made dividing the warband in three groups: Dagger, Shield and Sword. Each group's size can vary from 1 model to half the models of the warband, with Shield being a third of the warband's models at the least. Also, a warband must be between 3 and 15 models. Depending of the deployiment, some of the groups may appear later in the battle.
- The movemement is rather free-range allowing to climb scenery, pass doors, jump (or falling off) from platforms... And in some cases the base's size doesn't matter much as long as the model is not Gargantuan (a.k.a monsters).
- Attacking is done in a single roll: you throw as many dice the attack has and if you succeed the roll, does damage. Depending of the Strength of the attack and the Toughness of the target you can go from 3+ to 5+, with 6's being Critical hits. You do damage directly for each successful dice (no armor save here, folks) and Criticals do even more damage.
- Instead of the tried-and-true methods of armybooks and regular profiles, the game goes the way of many skirmish games of late like Malifaux, and all the rules of a particular warband and their models are printed in cards instead of the Core rulebook: the kind of units avaliable with the special rules of the units in the reverse and cards that detail all the unit's stats. The warband boxed sets include a complete set of cards for each type of fighter included in the box, and there are decks you can buy to take a warband from an age of sigmar faction.
- The units have locked equipment, determined in their cards but some units have different cards with different equipment which is more prevalent in the non-Chaos warbands. For example, the Iron Legionnaires of the Iron Golems can be equipped with one-hand weapons and shields, two hammers or a whip and hammer.
- The game sports a weird as fuck Initiative roll, which is done at the top of each battle round in the Hero Phase. Let's do it slowly: at the beginning of each Hero Phase, each player rolls 6D6, then they separate their dice not based on Successes like 3+, nor highest rolls, but by the number of dice results that are repeated Yup, is as weird as it sounds, but it's also kind of like a mini-game at the beginning of each round. Those dice that don't repeat are Singles and the player with the most Singles wins Initiative for the battle round. The dice that repeat are Doubles, Triples or Quad, depending if they repeat twice, three or four times respectively. These pairings of dice are used as fuel for your warband's Abilities, and are, ironically, referred to as ability dice. Not only do you need to keep the ability dice or record what doubles/triples/quads you got for the remainder of the battle round, you also need to keep or record the actual numbers you got, as they can also have an effect on your Abilities. Once Initiative is determined, Singles can be discarded.
- Tied Initiative: In the case of a tie, player's do not reroll the whole thing. They just roll-off and the player with the highest result wins. Why not just do this anyway?
Cause you are a little more than a mortal who cannot comprehendahem Cause the initial roll of 6D6 determines your ability dice, and you don't get a reroll on that. - Wild Dice/Stealing the Initiative: In the Hero Phase you also have the Wild dice. This is a single die you get each round to add to any place in the roll, either adding another Single or upgrading any doubles into Triples, or Triples into Quads. Any Wild dice not spent are kept to the next turn. This gives the game an interesting layer of strategy that relies on both randomness and using in-the-moment chances, which pleases you-know-who (this is about Chaos, any surprises?). So you might find yourself weighing up what's more important, stealing the Initiative, or improving your ability dice.
- Tied Initiative: In the case of a tie, player's do not reroll the whole thing. They just roll-off and the player with the highest result wins. Why not just do this anyway?
- Abilities are Warcry's stratagems. Player's can use either ONE of their warband's Abilities or ONE of the Core Book's Universal Abilities when they activate one of their fighters. Now this is why it is important to keep your ability dice and what numbers you got exactly. To use an Ability with the Doubles keyword, you spend a double by discarding a pair of ability dice that came up with the same number. Same treatment for Triples and Quads. Secondly, some Abilities will mention the value of the ability dice: this means actual dice number that was repeated for each of your Doubles and so on. So for instance, if you use an Ability that deals an amount of damage equal to the value of the ability dice you use to activate it, and you use a pair of 5's, the damage that the Ability will deal is 5.
- Spending Down: You can also spend a Triple to use a Double Ability, or a Quad to use either a Triple or Double, but the excess dice will be discarded, so it's not like you can split your Quads into Doubles by just using 2 of the dice and leaving 2.
It should be noted that there is a pretty steep power disparity between the "pure" Chaos warbands which were designed and developed specifically for Warcry and the AoS warbands who merely received some warband cards so that GeeDubs could siphon more shekles out of us lowly goyim. With the release of the second wave of warband cards, it doesn't seem like this issue is getting resolved anytime soon. In fact it appears to be getting worse. Keep this in mind if you are planning on getting into it
Chaos Warbands
An interesting detail that ties all the warbands together is the fact they all know little to nothing about the dark gods, referring to them with pseudo names, titles, or even worshipping lesser/greater daemons as the actual gods themselves. Those who travel to the Eightpoints see Archaon-senpai as a physical embodiment of Chaos and fight for his approval.
Iron Golems
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Iron Golems tactics. "We Create War!" Hailing from the Realm of Metal, these obnoxiously Norwegian-accented warriors are renowned for the quality of their smithing, believing themselves chosen by Archaon himself to forge arms and armor for the Slaves to Darkness. They also have both Duardin and Ogors. They seem to be the most Classically Chaos of the warbands.
- [Double] Throw Bolas: Pick a visible enemy fighter within 6" of this fighter and roll 2 dice. For each roll of 4-5, allocate 1 damage point to that fighter. For each roll of 6, allocate a number of damage points to that fighter equal to the value of this ability. (Universal ability)
- [Double] Spine-crushing Blow: Add the value of this ability to the Strength characteristic of the next attack action made by this fighter this activation that has a Range characteristic of 3 or less. (Brute ability)
- [Double] Lead with Strength: 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. (Leader ability)
- [Triple] Living Battering Ram: 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 visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability. (Destroyer ability)
- [Triple] Stand Defiant: Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters while they are within 6" of this fighter. (Bulwark ability)
- [Quad] Whirlwind of Death: Allocate a number of damage points to all visible enemy fighters within 3" of this fighter equal to the value of this ability. (Berserker ability)
Untamed Beasts
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Untamed Beasts tactics. "Hunt the Hunter!" Bloodthirsty predators (Not that kind, Slaanesh!) from the Realm of Beasts, these primal cultists bring the old school Chaos Marauder vibe with their adornments and weapons made of bone and leather. Of course, what's a good Conan cosplay without some MUSCULARITY? They appear to be accompanied by a horned lion creature from the bestial realm of Ghur, fully equipped with My Little Pony-ish hip brand.
- [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. (Universal ability)
- [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. (Leader ability)
- [Double] Beastmaster: Pick a visible friendly fighter with the Beast runemark within 4" of this fighter. That fighter makes a bonus attack action. (Agile 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. (Beast ability)
- [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. (Brute ability)
- [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. (Universal ability)
Splintered Fang
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Splintered Fang tactics. "One Cut, One Kill!" A Chaos murder cult from Cobra Command the Realm of Life, these guys are another multi-race warband, including both humans and aelves, and have a Spartan/Gladiator aesthetic. And snakes. They really like snakes. Like... a lot.
- [Double] Poisoned Weapon: Until the end of this fighter's activation, the Strength characteristic of attack actions made by this fighter count as being higher than the target's Toughness characteristic. (Universal ability)
- [Double] Ensnaring Net: Pick a visible enemy fighter within 3" of this fighter. Until the end of the battle round, that enemy fighter cannot make more actions or disengage actions. (Leader ability)
- [Double] Fanged Buckler: Pick a visible enemy fighter within 1" of this fighter and roll a dice. on a 3-4, allocate 1 damage point to that fighter. On a 5-6, allocate a number of damage points to that fighter equal to the value of this ability. (Bulwark ability)
- [Triple] Snake Charmer: Pick a friendly fighter with the beast runemark within 4" of this fighter. That fighter makes a bonus attack action. (Mystic ability)
- [Triple] Relentless Killer: 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 attack action. (Brute ability)
- [Quad] Paralyzing Venom: Until the end of this fighter's activation, add the value of this ability to the damage points allocated by critical hits from attack actions made by this fighter, and after each attack action made by this fighter, roll a dice. On a 5-6, until the end of the battle round, the target fighter cannot make a more action or disengage action. (Universal ability)
Corvus Cabal
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Corvus Cabal tactics. "Pick Clean the Corpse!" A Lost Boys-Go-Metal tribe from the Shadow Realm of Ulgu who worship Chaos in the form of a crow called the Great Gatherer, and as such have a heavy crow theme going on.
- [Double] Raven Dart: Pick a visible enemy fighter within 8" of this fighter and roll a dice. On a 3-5, allocate 1 damage point to that fighter. On a 6, allocate a number of damage points to that fighter equal to the value of this ability. (Universal ability)
- [Double] Swift Climb: Until the end of this fighter's activation, do not count the vertical distance moved when this fighter is climbing. (Elite ability)
- [Double] Harrying Raven: Pick an enemy fighter within 20" of this fighter. Until the end of the battle round, that fighter cannot make disengage actions. (Scout ability)
- [Triple] Sweeping Attack: The fighter makes a bonus move action. In addition, if the fighter finishes that move action 3" or more vertically lower than their starting position, they can make a bonus attack. (Agile ability)
- [Triple] Grisly Trophy: Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range characteristic of 3 or less made by visible friendly fighters while they are within 6" of this fighter. (Leader ability)
- [Quad] Death from Above: This fighter makes a bonus move action and then they can make a bonus attack action. Add 1 to the Strength characteristic of the bonus attack if the fighter finished the preceding bonus move 3" or more vertically lower than their starting position. (Universal?? Hard to tell from pictures).
The Unmade
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The Unmade tactics. "Agony is Our Gift!" A Warband originating in Shyish, the Realm of Death, these Chaos followers revel in both enduring and brandishing physical torment and pain as a weapon. Their favorite pastimes include long walks through the torture chambers, wanton sadism, and severing their own limbs and faces. Lots of spikes and chains, even some heavy metal stilts. Can you say Darkest Dungeon? They also wear their faces as belts. How nice.
- [Double] Nightmarish Visage: Pick an enemy fighter within a number of inches of this fighter equal to the value of this ability and roll a dice. On a 3+, until the end of the battle round, that fighter cannot make move actions or disengage actions. (Universal ability)
- [Double] Barbed Strike: Until the end of this fighter's activation, if any attack action made by this fighter scores any hits or critical hits, subtract 1 from the Toughness characteristic (to a minimum of 1) of the target fighter until the end of the battle round. (Universal ability)
- [Double] Chain Garrote: Pick an enemy fighter within 5" of this fighter and roll a dice. On a 3-4, allocate 1 damage point to that fighter. On a 5-6, allocate a number of damage points to that fighter equal to the value of this ability. (Minion ability)
- [Triple] Flaying Frenzy: Roll a dice for each visible enemy fighter within 3" of this fighter. On a 3-4, allocate 1 damage point to the fighter being rolled for. On a 5-6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability. (Destroyer ability)
- [Triple] Vessel of Torment: 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. Then, they can make a bonus attack action. (Leader ability)
- [Quad] Gift of Agony: This fighter makes a bonus attack action. Add 1 to the Strength and Attacks characteristics of that attack action if this fighter has any damage points allocated to them. (Universal ability)
Cypher Lords
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Cypher Lords tactics. "Let Madness Reign!" Hailing from the Realm of Light, these cultists bring a little more of a civilized and seductive bent to chaos. Their attire is the crisp equivalent of drycleaned Chaos, looking like what would happen if Slaanesh designed the Thousand Sons. They believe the only way to truly worship Chaos is to be batshit insane and strive to send the Realms spiraling into madness. They are also, interestingly enough, the first insight into what life is like in Hysh, the Realm of Light, since Age of Sigmar began. No Teclis and Tyrion here, folks!
- [Double] Throwing Stars and Chakrams: Pick a visible enemy fighter within 6" of this fighter and roll 2 dice. For each roll of a 4-5, allocate 1 damage point to that fighter. For each roll of 6, allocate a number of damage points to that fighter equal to the value of this ability. (Universal ability)
- [Double] Acrobatic Leap: This fighter can fly when making move actions until the end of their activation; however, when flying, they cannot move vertically upwards more than 3". (Universal ability)
- [Double] Low Sweeping Blow: Roll 1 dice for each visible enemy fighter within 2" of this fighter. On a 4-5, allocate 1 damage point to the fighter being rolled for. On a 6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability. (Destroyer ability)
- [Triple] Shadowy Recall: Pick a friendly fighter with the Minion runemark that is within 12" of this fighter. Remove that fighter from the battlefield and then immediately set them up anywhere on the battlefield within a number of inches of this fighter equal to the value of this ability. (Mystic ability)
- [Triple] Shattered Gloom Globe: Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of the attack actions made by enemy fighters while they are within 6" of this fighter. (Leader ability)
- [Quad] Spinning Somersault Strike: This fighter can fly when making move actions until the end of their activation; however when flying, they cannot move vertically upwards more than 3". In addition, this fighter makes a bonus move action. Then, they can make a bonus attack action. (Universal ability)
Spire Tyrants
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Spire Tyrants tactics. “We are His Chosen!” Already native to the Eightpoints, the Spire Tyrants are elite gladiators who work in the fighting pits of the Varanspire. Having mastered the arena, they seek further status in service to Archaon. They are more like Warriors of Chaos-lite, or heavily armored Mauraders. Their band includes both a chaos duardin and a bestigor.
- [Double] Pit Fighter: 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 can make a bonus move action or a bonus attack action.
- [Double] Gladiator's Net: Pick a visible enemy fighter within 3" of this fighter and roll 1 dice. On a 3+, that fighter cannot make move actions or disengage actions this battle round.
- [Double] Shield Ram: Until the end of this fighter's activation, the next time this fighter finishes a move action, pick a visible enemy fighter within 1" of this fighter and roll 1 dice. On a 4-5, allocate 1 damage point to that fighter. oOn a 6, allocate a number of damage points to that fighter equal to the value of this ability.
- [Triple] Readied Stance: until the end os the battle round, add half the value of this ability (rounding up) to the toughness characteristic of this fighter.
- [Triple] Champion of the Warpits: A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation. Until then end of this battle round, add 1 to the Attacks characteristic of attack actions made by visible friendly fighters within 6" of this fighter.
- [Quad] Brutal Strike: Pick a visible enemy fighter within 1" of this fighter and roll 1 dice. On a 3-4, allocate a number of damage point to that fighter equal to the value of this ability. On a 5-6, allocate a number of damage point to that fighter equal to double the value of this ability.
Scions of Flame
Scions of the Flame Tactics. Unknown Warband seen in leaked images from the rulebook. The Scions of the Flame are a cult from Aqshy that worships Chaos as a great flame that will consume the Mortal Realms.
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Non-Chaos Warbands
In addition to the eight original warbands duking it out in the myriad of locales of the Eightpoints, nine other groups of warriors have been announced in the form of Warband Cards. These card sets will allow the following nine factions to join in the battles, bringing all new combinations and flavors of combat to the Varanspire! Unfortunately, we aren't getting new minis for them though, which is a huge bummer, seeing as the Chaos minis look awesome However, you can always use the Warhammer Underworlds' ones when applicable.
The second wave has added nine more additional factions, as well as prebuilt warbands for the Nighthaunt, Gloomspite Gitz, and Stormcast Vanguard Chamber.
And not long after a third wave included eight more factions.
Order
Stormcast Eternals
Stormcast Eternals Vanguard
This is Age of Sigmar, so OF COURSE, the sigmarite bois are going to be present. A surprisingly ranged Warband with some potential in melee and mobility. Stormcast troop choices are, Vanguard Hunters, Vanguard Raptors with Longstrike crossbow or Hurricane Crossbow, Gryphhound, and Aetherwing, For all three ranged fighters there is also a Leader option. Special for SCE is their Leaders have the same Fighting and weapon characteristics as the troopers just with 30 instead of 20 wounds (Lifepoints)
- [Double] Tireless Hunters: Add half the value of this ability (rounding up) to the move characteristic of this fighter for the next move action they make this activation. (Universal ability)
- [Double] Warning Cry: Pick a visible enemy fighter within 6" of this fighter. Until the end of the battle round, you can re-roll 1 dice during attack actions made by friendly fighters that target that fighter. (Aetherwing)
- [Double] Righteous Aura: Until the end of the battle round, add 1 to the toughness characteristic of friendly fighters while they are within 6" of this fighter. (Leader)
- [Triple] Darting Attack: This fighter makes a bonus attack action. Then, they can then make a bonus disengage action. (Gryphhound)
- [Triple] Rapid Fire: Add half the value of this ability (rounding up) to the attacks characteristic of the next attack action made by this fighter this activation. (Hurricane Crossbow)
- [Quad] Aimed Strike: Add the value of this ability to the damage points allocated to enemy fighters by each hit or critical hit from attack actions made bu this fighter this activation. (Longstrike Crossbow)
Stormcast Eternals Warrior Chamber
Blar Blar Far Far Tar Tar sigmarines of sigmar.
- [Double] Furious Avengers: A fighter can use this ability only if there is another friendly fighter within 6" of this fighter with 1 or more damage points allocated to them. This fighter makes a bonus move action.
- [Double] Lay Low the Tyrants: Until the end of this fighter's activation, add 2 to the Attacks and Strength characteristic of attack actions made by this fighter that have a Range characteristic of 3 or less and that an enemy fighter with a Wounds characteristic of 15 or more.
- [Double] Sigmarite Shield Bash: 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 visible enemy fighter within 1" of this fighter and roll a dice. On a 3-4, allocate 1 damage point to that fighter. On a 5-6, allocate a number of damage points to that fighter equal to the value of this ability.
- [Triple] Staunch Defender: Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters while they are within 6" of this fighter.
- [Triple] Wings of Devine Life:Add the value of this ability to the Move characteristic of this fighter for the next move action they make this activation.
- [Quad] Earth-shattering Blow: Tis fighter makes a bonus attack action. In addition, add half the value of this ability (rounding up) to the damage points allocated by each het or critical hit from that attack action
Stormcast Eternals Sacrosanct Chamber
The Sigmarines' wizards. Normally they guard the Anvil of Apotheosis, but following the Necroquake Sigmar has seen fit to have them join the rest of the Stormcasts in battle.
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Daughters of Khaine
Daughters of Khaine tactics. Khaine may have died, but his heart still lived. A faction of Khaine-worshipping aelves led by Morathi, who is leeching off of their worship in the hopes of becoming a goddess (and was transformed into a winged Medusa-like creature due to her little stay with Slaanesh between AoS and the End Times); while Khaine could be reborn through the worship and sacrifices of his servants, he won't be so long as Morathi keeps redirecting all of the worship intended for him to herself. They have the Witch Elves, Doomfire Warlocks, and the two kits; Cauldron of Blood and Bloodwrack Shrine. They also have several new units formed from elf souls that retain a degree of Slaaneshi corruption, much like Morathi herself: the serpentine Melusai and the bat-winged Khinerai.
Morathi thinks of Varanspire a legitimate threat, and all damage done here is good. Typical glass cannons as always Whitches, Melusai and Kyrenai form the roster of this faction.
- [Double] Bathe in Blood: Universal. A fighter can use this ability only if they are within 3" of a visible enemy fighter with 1 or more damage points allocated to them. Until the end of this fighters activation, add 1 to the Attacks and Strength characteristics of attack actions made by this fighter.
- [Double] Turned To Crystal: Blood Sisters only. Pick a visible enemy fighter within 6" of this fighter and roll 2 dice. For each roll of a 4-5, allocate 1 damage point to that fighter. For each roll of a 6, allocate a number of damage points to that fighter equal to the value of this ability.
- [Triple] Heartseekers: Blood Stalkers only. If the next attack action made by this fighter this activation scores one or more critical hits, and the target fighter is more than 3" away, allocate a number of damage points to that fighter equal to the value of this ability.
- [Triple] Slaughter's Strength: Universal. Until the end of this fighters activation, add the value of this ability to the Strength characteristic of attack actions made by this fighter that have a range characteristic of 3 or less.
- [Triple] Sacrifice to Khaine: Leadera (of any type) only. A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation. Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range characteristic of 3 or less made by visible friendly fighters while they are within 6" of this fighter.
- [Quad] Death on the Wind: Khinerai (of both type) only. This fighter makes a bonus move action. Then, they can make a bonus attack action. In addition, add 1 to the Strength characteristic of that attack action if the fighter finished the move action 6" or more from their starting position.
Idoneth Deepkin
Idoneth Deepkin tactics. A new take on the Sea Elves from the early editions of Fantasy, sometimes nicknamed "Teclis' Sea-Monkeys". Teclis's attempt to reconstitute the Elves from The-World-That-Was resulted in them going horribly wrong because they kept having PTSD-style flashbacks to their time with Slaanesh. Many of them were also bald, blind or both. Many of them even have souls that are slowly losing their strength and thus have extremely short lives. The only way to fix this is harvest the souls of others Dark Eldar Drukhari style. Teclis tried to find out what was wrong with the aelves, but they resisted his attempts to investigate, and he eventually declared them a mistake. They fled, and when he decided to start killing them off the aleves renamed themselves Idoneth Deepkin and decided to start a new life under the sea (unaware that Tyrion talked Teclis out of killing them off). They move around using Whirlways, Realmgates that are underwater.
Some Idoneth are willing to take the risk of using tainted souls for their nourishment. Namarti of Both Kinds and eel riders form a rather extreme band of either cheap units with some strength or expensive steamrolling cavalry with 25 wounds base.
- [Double] Low Tide: First turn only, universal. Fighter gets a bonus move equal to the value of the ability.
- [Double] Sweeping Blow: Namarti Thrall only. Roll a dice for each visible enemy fighter within 2 of this fighter, dealing 1 damage to that fighter on a 5, and damage equal to the value of this ability on a 6.
- [Double] Storm Fire: Namarti Reavers only. Add one to the Attacks characteristic of this models attacks that target a model outside of 3 inches (so its bow).
- [Triple] High Tide: Leader only, on third turn only. Add 1 to attacks and strength characters of friendly models attacks with range 3 or less when they're within 6 of the leader.
- [Triple] Biovolatic Barrier: Ishlaen Guard only. Crits hitting this fighter count as hits. Given Ishlaen Guard have 25 wounds base, this ability is horrifying, especially against Crit hunting Warbands.
- [Quad] Biovoltaic Blast: Morrsarr Guard only. Deals damage equal to the value of this ability to every visible enemy fighter within 3 of this fighter.
Kharadron Overlords
Kharadron Overlords tactics. Kharadron Overlords are one of the newest Warband, and also first Dorfs in Warcry. They do a LOT of shooting, as they do in Age of Sigmar.
- [Double] Ancestral Fortitude: Until the end of the battle round, add 1 to the Toughness characteristic of this fighter.
- [Double] Grapnel Launcher: A fighter can use this ability only if they are more than 3" from any enemy fighters. Pick a point on an obstacle within 20" from this fighter. Remove this fighter from the battlefield and then immediately set them up on the battlefield within 3" of the point picked.
- [Double] Harrying Drillbill: Pick an enemy fighter within 20" of this fighter. Until the end of the battle round, that fighter cannot make any disengage actions.
- [Triple] Keep Your Distance: A fighter can use this ability only if they are within 3" of an enemy fighter. This fighter makes a bonus disengage action.
- [Triple] Fight For Profit: Until the end of the battle round, add 1 to the Attacks characteristic of attack actions made by friendly fighters within 6" of this fighter. If this fighter is carrying treasure or is within 3" of an objective, add 2 to the Attacks characteristic instead.
- [Quad] Timed Charges: A fighter can use this ability only if they are within 3" of an enemy fighter. Allocate a number of damage points equal to the value of this ability to enemy fighters within 1" of this fighter. Then, this fighter makes a bonus disengage action.
Fyreslayers
Fyreslayers tactics. New rules and fighter cards for using Fyreslayers in your games of Warcry are available in February White Dwarf. Be warned, they like hitting stuff hard and setting things on fire! Includes rules for 10 different loadouts over three fighter types.
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Sylvaneth
Sylvaneth tactics. The Sylvaneth are forest spirits of the Wanderer Aelfs. Led by the goddess Alarielle, the new treefolk were made from "Soulpods" she created. After Sigmar retreated to his realm, she considered herself a free agent, opposing Nurgle who seeks to claim the Realm of Life as his own. For some reason, all of Alarielle's soulpods became female Dryads and male Treekin, which makes sense only in the context of using existing models, but when looked at from a lore perspective Alarielle clearly had saved a LOT more female souls, and the only males she saved were the biggest. Lotta jokes that can be made here, hard to decide...
- [Double]
- [Double]
- [Double]
- [Triple]
- [Triple]
- [Quad]
Seraphon
Seraphon tactics. The Lizardmen reached the new setting with their flying magical pyramids, which got Dracothion's attention. After communing with the Slann, Dracothion learned of the destruction of the World that Was, leading him to eventually meet Sigmar. They then followed the trail that Dracothion's tears left until they reached Azyr, when the Lizardmen disembarked in "High Azyr". Their new Slann caste, "Starmasters", began scanning everything that exists and formulating a Great Plan to change the rules of the Great Game. New weapons and armor made of stars were forged, and the Slann recreated the environment of Lustria using their minds to return DINOSAUZ to existence
- [Double] Nimble Retreat: A fighter can use this ability only if they are within 1" of an enemy fighter. This fighter makes a bonus disengage action.
- [Double] Cold-blooded Commander: 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.
- [Double] Voracious Appetite: Pick a visible enemy fighter within 1" of this fighter, roll a number of dice equal to the value of this ability. For each +4, allocate 1 damage to that fighter.
- [Triple] TBA:
- [Triple] TBA:
- [Quad] Wrath of the Old Ones: Until the end of the battle round, add half the value of this ability (rounding up) to the Attacks and Strenght characteristics of attack actions made by this fighter that have a Range characteristics of 3 or less.
Death
Legions of Nagash
Legions of Nagash tactics. More like Deathrattle & friends but whatever. Using the Necromancer as centre point, the Skeletons and Grave Guard are meant to drown your enemy in bodies... which is the same as in AoS, really.
- [Double] Shambling Horde: A fighter can use this ability only if they are within 6" of a visible friendly fighter with the Leader runemark. This fighter can make a bonus move action a number of inches equal to half the value of this ability, rounding up. (All)
- [Double] Chosen Champion: A fighter can use this ability only if they are within 6" of a visible friendly fighter with the Leader runemark. Add 1 to the Attacks and Strength of attack actions made by this fighter this activation. (Seneschal and Skeleton Champion)
- [Double] Cursed Weapon: Until the end of this fighters activation, add 1 damage to their hits and critical hits for attacks with a range of 3 or less. (Seneschal and Grave Guard)
- [Triple] Necrotic Siphon: Pick a visible friendly fighter within 6", allocate damage to them equal to the value of this ability. Then remove double that amount from this fighter. (Necromancer)
- [Triple] Summon Undead: Pick a friendly fighter that has been taken down. Set them up again wholly within 3" of this fighter and remove damage points from them equal to the value of this ability. They no longer count as having been taken down. (Leader)
- [Quad] Vanhel's Danse Macabre: A number of visible friendly fighters equal to the value of this ability within 6" can each make a bonus move or attack action - they do not all have to take the same action. (Leader)
Nighthaunt
Nighthaunt tactics. The dead souls of Allpoints were mostly a local hazard than a threat, but then Nagash contacted them with a deal... Revolving mostly on the Starter set's stuff (Chainrasps, Stalkers & Reapers) plus Spirit hosts; so if you have the bigger ones, you're set. Attrition is their key, using their great defense, but meager offense.
- [Double] Aura of Dread: Pick a visible enemy fighter within a number of inches equal to the value of this ability. Until the end of the battle round, subtract 1 from the strength of their attacks. A fighter can only be targeted by this ability once per battle round. (All)
- [Double] Soul-Marked Prey: Pick a visible enemy fighter within 3", with 1 or more damage allocated to them. Until the end of the battle, round add 1 to the strength of any attacks against them by friendly fighters. A fighter can only be targeted by this ability once per battle round. (Grimghast Reaper)
- [Double] Chilling Horde: A fighter can use this ability only if there is a visible friendly fighter with the minion runemark within 3" of them. Add 1 to the Attacks and Strength characteristics of attack actions made by this fighter until the end of their activation. (minions - Dreadwarden, Chainrasp)
- [Triple] Frightful Touch: Until the end of this activation, count any hits done by this fighter as critical hits instead. (Spirit Host)
- [Triple] Spectral Summons: Pick a friendly fighter that has been taken down. Set them up again wholly within 3" of this fighter and remove damage points from them equal to the value of this ability. They no longer count as having been taken down. (Leader)
- [Quad] Reaped Like Corn: Allocate damage points equal to the value of this ability to all visible enemy fighters within 3" of this fighter. (Grimghast Reaper)
Flesh-Eater Courts
Flesh-Eater Courts tactics. Deluded as they are, some ghouls think to go on a quest to Eightpoints and bring some of their friends with them. A fast warband, but don't expect much from the ghouls, unlike their Crypt Horrors who are slower but hit like a truck. Or pay more for Crypt Flayers for the best of both worlds!
- [Double] Feeding Frenzy: A fighter can only use this ability if an enemy fighter has been taken down by one of their attacks this activation. Remove damage from this fighter equal to the value of the ability. (All)
- [Double] Skewering Strike: Add 1 to the strength of the next attack made by this fighter this activation with a Range of 3 or less. If that attack scores a critical hit, until the end of the battle round the target fighter cannot make move or disengage actions. (Crypt Infernal, Crypt Flayer)
- [Double] Chosen of the King: A fighter can use this ability only if they are within 6" of a visible friendly fighter with the Leader runemark. Until the end of this fighter's activation add 2 to the Attacks characteristic of attack actions made by this fighter that have a Range of 3 or less. (Crypt Haunter, Crypt Horror)
- [Triple] Bringer of Death: Add the value of this ability to the Move characteristic of friendly fighters within 6" of this fighter when they use this ability, until the end of the battle round. (Leader)
- [Triple] Death Scream: Roll 1 dice for each visible enemy fighter within 8". On a 5 allocate 1 damage to them, on a 6 allocate damage to them equal to the value of this ability. (Crypt Infernal, Crypt Flayer)
- [Quad] The Royal Hunt: This fighter makes a bonus move action, then they can make a bonus attack action. In addition, add 1 to the Attacks characteristic of that attack action if this fighter is within 1" of a visible friendly fighter. (All)
Ossiarch Bonereapers
Ossiarch Bonereapers tactics. With their Mortarch leading a mass invasion of the Eightpoints, it’s only fitting that smaller squads of Bonereapers would splinter off from the main legions to secure secondary objectives and scout out potential tithing sites.
- [Double] Nadrite Weapon: Add 1 to the damage points for each hit and critical hit from attack actions made by this fighter this activation that have a range characteristic of 3 or less
- [Double] Form Shield Wall: Until the end of the battle round, add 1 to the Toughness characteristic of this fighter. In addition, until the end of the battle round, add 1 tot he Toughness characteristic of friendly fighters with the Bulwark runemark while they are within 3" of this fighter.
- [Double] Hunt and Kill: A fighter can use this ability only if there is a visible enemy fighter within 6" of them. This fighter makes a bonus move action and must finish closer to the closest visible enemy fighter than they were at the start of that move action.
- [Triple] Deathrider Charge: 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 visible enemy fighter. Allocate a number of damage points to that fighter equal to the value of this ability.
- [Triple] Unstoppable Advance: Until the end of the battle round, add half the value of this ability (rounding up) to the move characteristic of friendly fighters that are in the same battle group as this fighter.
- [Quad] Blade-strike Aspect: Add the value of this ability to the Attacks characteristic of attack actions made by this fighter this activation.
Destruction
Ironjawz
Ironjaws Tactics. Orruks being,... well, orruks have decided that being in Archaon's turf is one of the best places to get a good fight, so some bands of them have made this place their home. Centered on the Brutes and 'Ardbois, is a melee powerhouse Warband. Get yourself a box of Brutes and the Warhammer Underworld's Ironskull's Boyz. So you have more than a full Warband with some variety except the shield boy. But honestly, channel your inner Orruk: Do you really need a shield?
- [Double] Charge!: A fighter can use this ability if there is a visible enemy fighter within 6" of a fighter. This fighter makes a bonus Move action to finish closer to a closest visible enemy fighter than at the start of that Move action. (All)
- [Double] Shield Bash: After fighter's next Move action, pick visible enemy fighter within 1" and roll a dice. On 4-5 allocate 1 damage point, on a 6 a number equal to ability value. (Ardboy with Shield)
- [Double] Duff Up Da Big Thing: Until end of fighter's activation add 2 to Attacks and Strength characteristic of fighter's Attack actions with Range characteristic of 3 or less and that action target an enemy fighter with a Wound characteristic of 15 or more. (Brutes)
- [Triple] Waaagh!: Add the value of this ability to the Move characteristic of friendly fighters within 6" of this fighter, when this fighter uses this ability, until the end of battle round. (Leader)
- [Triple] Da Grab an' Bash: Pick a visible enemy fighter within 1" of this fighter an roll a dice. On a 3+, until the end of battle round, that fighter cannot make Move actions or Disengage actions. In addition, on a 6, this fighter can make a bonus Attack action against that enemy fighter. (Brute Boss with Klaw)
- [Quad] Rampaging Destroyer: Until the end of this fighters activation, add 1 to Attack characteristics of Attack actions made by this fighter. In addition, each time an enemy fighter is taken down by an Attack action made by this fighter this activation, this fighter can make a bonus Move action. (All)
Bonesplitterz
Bonespitters tactics. These guys are so nuts, or their shamans are, that some of them eventually make their way to the Eightpoints and start smashing heads. That's it, really. One of the cheapest to do, as it revolves only on the Savage Orruks, including the Big Stabbas. More fragile than the Ironjaws, but with more ranged options.
- [Double] Charge!: A fighter can use this ability only if there is a visible enemy fighter within 6" of them. This fighter makes a bonus move action and must finish closer to the closest visible enemy fighter than they were at the start of the move action.(All)
- [Double] Toof Shiv: Pick a visible enemy fighter within 1" of this fighter and roll a dice. On a 3-4, allocate 1 damage point to that fighter. On a 5-6, allocate a number of damage points to that fighter equal to the value of this ability. (Morkboy)
- [Double] Beast Spirit Ju-Ju: Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters while they are within 6" of this fighter. (Bone Totem)
- [Triple] Waaagh!: Add the value of this ability to the Move characteristic of friendly fighters within 6" of this fighter when this fighter uses this ability, until the end of the battle round. (Leader)
- [Triple] Loadsa Arrows: Add 1 to the Attcks characteristic of attack actions made by this fighter that target an enemy fighter more than 3" away. (All Arrowboys)
- [Quad] Rampaging Destroyer: Until the end of this fighter's activation, add 1 to the Attacks characteristic of attack actions made by this fighter. In addition, each time an enemy fighter is taken down by an attack action made by this fighter this activation, this fighter can make a bonus move action. (All)
Gloomspite Gitz
Gloomspite Gitz tactics. The Bad Moon has turned its leering glare to the Eightpoints, and with it comes the Moonclan Grots ready for a good krumpin’. You’ll mostly be pulling from the standard Grots box, as well as Squig Hoppers/Boingrot Bounderz and the Caves Squigs + Herders, and as of the new "Gloomspite Gitz" box you can use Sneaky Snufflers. Like always, you’ll be one of the more numerous warbands in the game if you use mostly Grots. Alternatively, you can mix it up and go elite with Squig Riders and Cave Squigs.
- [Double] Backstabbing Mob: A fighter can use this ability only if there is a visible friendly fighter within 1". Until the end of this fighter's activation, add 1 to the Attacks and Strength of any attacks they make with a Range of 3 or less. (All)
- [Double] Barbed Net: Pick a visible enemy fighter within 3" and roll a dice. On a 3+ they cannot make any move or disengage actions until the end of the battle round. (Stabba with Barbed Net)
- [Triple] Boing! Boing! Boing!: Until the end of this fighter's activation, the next time they finish a move within 1" of an enemy fighter, pick one visible enemy fighter within 1". They take damage equal to the value of this ability. (All Boingrot Bounders and Squig Hoppers)
- [Triple] Stab 'Em Good: Until the end of the battle round add 1 to the Attacks characteristic of attack actions with a Range of 3 or less made by friendly fighters while they are within 6" of this fighter. (Leader)
- [Triple] Go Dat Way!: Pick a friendly fighter with the Beast runemark within 4" of this fighter, they make a bonus move action. (Squig Herder)
- [Quad] Sneaky Stab: This fighter makes a bonus move action, then they can make a bonus attack action. In addition, if this fighter is within 1" of their target add the value of this ability to the damage of all hits and critical hits from that attack. (All)
Ogor Mawtribes
Ogor Mawtribes tactics. Much like the Orruks, Ogors don’t particularly needs a reason to be in the Eightpoints other than they are mad hungry. They are generally a low model count team with each big boy capable of taking and dishing out a lot of damage.
- [Double] On the Mawpath: Add half of the value of this ability (rounding up) to the Move characteristic of this fighter for their next move action in the current activation.
- [Double] Might Makes Right: A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them in this activation. This fighter makes a bonus move or attack action.
- [Double] Ironfist: Pick a visible enemy fighter within 1" of this fighter and roll 2 dice. For each 4-5 the enemy fighter takes 1 damage point, for each 6 they take 2.
- [Triple] Bullcharge: Until the end of this fighter's activation, the next time they finish a move action within 1" of an enemy fighter the enemy fighter takes damage points equal to the value of this ability.
- [Triple] Sneaky Traps: Until the end of the battle round, each time an enemy fighter finishes a move action within 3" of this fighter, that fighter suffers impact damage.
- [Quad] Thunderous Blast of Hot Metal: Add half of the value of this ability (rounding up) to the Attack and Strength characteristics of the next attack action made by this fighter this activation that targets an enemy fighter more than 3" away.
Chaos
Slaves to Darkness
Slaves to darkness tactics. All the generic Warriors of Chaos, The bargain price of this however is fewer bodies and effectively no ranged units. That being said, there are plenty of fast attack options to bog your enemy down, a fair amount of fodder.
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- [Double]
- [Triple]
- [Triple]
- [Quad]
Beasts of Chaos
Beastmen tactics. Where the Warriors are Chaos tanks and Daemons are Chaos cheese, the Beastmen are the true Chaos horde.
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- [Double]
- [Double]
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Skaven
Skaven tactics. Praise the Great Horned Rat. Rules writers allowed Skaven to descend upon the Eightpoints with lots of options for cheap chaff ready to die for your under-costed big hitters. Yes yes.
- [Double] Scurry Away: Agile Units. A fighter can use this ability only if they are within 3" of an enemy fighter. Roll a dice. On a 4+, this fighter makes a bonus disengage action.
- [Double] Crack the Whip: Pack Master only. Pick a visible friendly fighter with the Beast runemark within 4" of this fighter. That fighter makes a bonus attack action that has a Range characteristic of 3 or less.
- [Double] Hired Bodyguard: Stormvermin only. Until the end of the battle round, friendly fighters with the Leader runemark cannot be targeted while they are within 1" of this fighter.
- [Triple] Crushing Charge: Rat Ogors and Stormfiends only. 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 visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability.
- [Triple] Lead from the Back: Leader only. Until the end of the battle round, add half the value of this ability (rounding up) to the Attacks characteristic of attack actions that have a Range characteristic of 3 or less made by other friendly fighters while they are within 3" of this fighter.
- [Quad] Recite from the Book of Woes: Bringer-of-the-Word only. Until the end of the battle round, enemy fighters cannot use abilities while they are within 3" of this fighter.
Disciples of Tzeentch Daemons
Disciples of Tzeentch Daemons Tactics. Tzeentch's mortal followers and Daemon followers.
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- [Double]
- [Double]
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Disciples of Tzeentch Arcanites
Disciples of Tzeentch Arcanites Tactics.
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- [Double]
- [Double]
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- [Triple]
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Maggotkin of Nurgle Daemons
Maggotkin of Nurgle Daemons Tactics.
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- [Double]
- [Double]
- [Triple]
- [Triple]
- [Quad]
Maggotkin of Nurgle Rotbringers
Maggotkin of Nurgle Rotbringers Tactics.
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- [Double]
- [Double]
- [Triple]
- [Triple]
- [Quad]
Blades of Khorne Daemons
Blades of Khorne Daemons Tactics.
- [Double]
- [Double]
- [Double]
- [Triple]
- [Triple]
- [Quad]
Blades of Khorne Bloodbound
Blades of Khorne Bloodbound Tactics.
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- [Double]
- [Double]
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- [Triple]
- [Quad]
Hedonites of Slaanesh
Hedonites of Slaanesh Tactics.
The lack of new mortal followers means the servants of She Who Thirsts are lumped together as opposed to their rival factions.
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- [Double]
- [Double]
- [Triple]
- [Triple]
- [Quad]