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=====Daemon===== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skarbrand_EN.pdf Skarbrand]:''' (380pts. DAEMON, GREATER DAEMON, BLOODTHIRSTER, MONSTER, Behemoth)The angriest of Khorne's Bloodthirsters, unlike most big monster in AoS Skarbrand gets more killy the more he gets hurt or if he hasn't attacked in the last battle round. Big Red comes with a respectable 14 wounds, 8" move and 4+ save but lacks the flying ability of other Bloodthirster's due to Khorne beating his ass. Skarbrand's axes will blend all but the largest heroes, Slaughter rolls from 5 to 9 dice with a 4+/3+/-2/3 profile and if Carnage hits, Skarbrand rolls a dice. If he beats the number listed on his total damage table (a 1+ if he has taken 13+ wounds) the target takes 8 mortal wounds but on a roll of a 6 he can put out 16 mortal wounds (Yes you read that right 16.)''' <span style="color:#8b0000;"> SKARBRAND HATES HORDES!!! <span style>'''. Skarbrand does lack a command ability, but who cares when you get to blend hydras? Unlike all other BT's Skarbrand cannot be summoned. Also consider a Bloodsecrator and Wrathmongers boosting carnage up to three attacks. If you keep him out of combat for one turn he deals instant 24-48 mortal wounds! *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skulltaker_EN.pdf Skulltaker]:''' (120pts. DAEMON, BLOODLETTER, HERO, HERALD OF KHORNE) Khorne's favorite Bloodletter has survived the transition to AoS quite well. He shares the 5 wound/5"/10 Bravery/4+ save as a normal herald, the Cloak of Skulls allows Skulltaker to re-roll all failed saving throws, and his weapon the Slayer Sword packs 3 attacks at 3+/3+/-1/3, though any roll of 6 to hit deals three mortal wounds ON TOP of its regular damage, like Bloodletters do now. In combat with heroes Skulltaker gets to re-roll all hit and wound rolls, almost guaranteeing another prize for the skull throne and as a bonus, Skulltaker triggers the Locus of Fury for your other Khorne daemons. Cannot be summoned, so if you want him, you need to actually take him in your army. His Command Ability is not that spectacular, but may be useful sometimes. Is now getting an amazing updated model as well! **This guy is mediocre against hordes, but <s>he's the best non-Monster duelist in all of Age of Sigmar, period</s> *Sound of an Akhelian King laughing* Three attacks may not seem a lot, but you can re-roll ALL of them, failed or not, so you should always re-roll the hits trying to fish for that magical six. You have an almost guaranteed 3-6 wounds each fight phase, which will kill the vast majority of Heros out there, meaning any decent opponent will try to hide them from you. Use this to your advantage playing Skulltaker as an area denial/permanent threat against your opponents' buffers. Even if he doesn't take any skulls home, he may very well take the game for you! **P.S. He's not a named Hero anymore. Give the boy a sword! *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Karanak_EN.pdf Karanak]:''' (140pts. DAEMON, FLESH HOUND)When he is placed you choose an enemy hero: he always rerolls every failed hit and wound roll against him and, in the hero phase, if he is within 8" of his quarry, he instantly summons an unit of 5 Flesh Hounds, making him cost-effectively 40pts, assuming he makes it up the board before dying. This may be a little awkward as it must be set up wholly within 8" of Karanak but more than 9" from the enemy. He can also unbind and dispels spells and when he does it the caster suffers d3 mortal wounds. {{anchor|FWMazarall}} *'''[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/Mazarall-The-Butcher.pdf Mazarall the Butcher, Daemon Prince of Khorne]:''' ('''Forge World''' 340pts DAEMON, MONSTER,) Another surprise monster, another Khorne addition for AoS...as if there aren't enough already. Has the basic trappings, 12 wounds with a 3+ save (making him arguably tankier than your Bloodthirsters). His shield gives him the ability to unbind 1 spell/turn. His movement, axe's rend, and shield's attacks all decline as he gets hurt. His axe also gains more attacks the more it kills, meaning that the sooner he gets into combat the scarier he'll be. Charging also makes him deadly, as he gets to roll a d6 for any enemy next to him in combat and deals d3 mortal wounds on a 4+. His Command Ability allows a single '''Khorne''' unit to re-roll wound rolls of 1. Not too bad. But being a named character hurts because it means you can't supplement him with relics or command abilities, a shame. NOTE: He is currently not listed as being a leader in match play, so he acts like Karanak.
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