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==Allegiance Abilities== ===Battle Traits=== If your army has '''Beastclaw Raiders''' Allegiance and chooses to take the '''Beastclaw Raiders''' Allegiance abilities, it has the following rules: * '''Beastclaw Stampede''': All '''Beastclaw Raiders''' models can re-roll to Wound rolls of 1 when Charging. * '''Everwinter's Blessing''': In each of your hero phases you roll a dice and gain the corresponding effect: **1-2 '''Fortifying Hoarfrost''': All '''Beastclaw Raiders''' models can re-roll Save rolls of 1 until your next hero phase. Mystic Shield for the whole army - this is the result you want most of the time. **3-4 '''Freezing Tailwinds''': All '''Beastclaw Raiders''' models can immediately make a 3" Move. **5 '''Deadly Frostbite''': Roll a D6 for every enemy unit within 3" of a '''Beastclaw Raiders''' model. On a roll of a 6 the unit being rolled for takes D3 Mortal Wounds. **6 '''Raging Blizzard''': Roll a D6 for every enemy unit within 3" of a '''Beastclaw Raiders''' model. On a roll of a 6 the unit being rolled for takes D6 Mortal Wounds. ===Command Traits=== The General of an army which has a '''Beastclaw Raiders''' Allegiance and has chosen to take the '''Beastclaw Raiders''' Allegiance abilities can choose one of the following Command Traits: #'''Massive Bulk''': General gets 1 extra wound. #'''Everwinter's Master''': As long as the General is alive, you can Re-roll the Everwinter's Blessing (See above). #'''Avalanche Voice''': The range of the General's Command Ability is increased by 8". #'''Famed Hunter''': The General can Re-roll every To Hit roll of 1 (applies only to his weapons and not to the mounts). #'''Beast-eater''': The General Re-rolls every failed Wound roll against models with the '''Monster''' keyword. #'''Fearsome Leader''': Every enemy unit within 3" from the General gets -1 Bravery. ===Magical Artefacts=== One '''Hero''' in an army which has a '''Beastclaw Raiders''' Allegiance and has chosen to take the '''Beastclaw Raiders''' Allegiance abilities, plus one '''Hero''' for every Battalion selected, can choose one of the following '''Magical Artifacts''': #'''Elixir of Frostwyrm''': In each Shooting Phase, pick a unit within 9" from the bearer, on a D6 roll of a 2+, it suffers Mortal Wounds (1 if you rolled a 2-3. D3 if you rolled a 4-5, D6 if you rolled a 6). If you roll a 1, the bearer suffers a Mortal Wound and can't use this '''Magical Artifact''' anymore. #'''The Bleeding Skull of Dragaar''': The bearer can Unbind a single Spell in each turn. #'''The Pelt of Charngar''': The bearer heals a Wound in each Hero Phase (D3 on a 4+ roll) #'''Blade of All-Frost''': One of the bearer's weapons deals 1 extra Damage, and if it damages a model with the '''Hero''' or '''Monster''' keywords then that model can't attack until all the other units in the army have. #'''Tokens of the Everwinter''': One use only. Bearer Re-rolls every To Hit, To Wound and Save roll until the next Hero Phase. (Due to '''GHB2017''' this '''Magical Artifact''' only works on the rider, not the mount). #'''Ice Mammoth Skull Plate''': Bearer can Re-roll Save rolls against Attacks with no (-) Rend. ====Notable Artifacts of the Realms==== *It's time to address the elephant in the room. '''Gryph-Feather Charm''', from Ghur, is possibly the best artefact out there. The -1 to hit for all enemies who target you is already something you'll find on a handful of artefacts, but throw an additional inch of move speed on there and it's offering everything a hero could want. A Frostlord on Thundertusk with this bad boy is effectively untouchable, and is faster on top of that. All that being said, people already know about the GFC and how good it is, and you'll quickly build up a reputation if you bring it every game without really considering the more flavorful and fun artifacts from your own battletome. Everyone uses this Artefact, it's the equivalent of using the most broken build in a video game and forgetting that other builds exist. *The '''Thermalrider Cloak''' from Aqshy gives 4 more inches of movement and grants FLIGHT. A flying Stonehorn is the closest you can get to the angry fist of God swooping in to personally flick your opponent's models off the board. *The '''Sword of Judgement''' from Ulgu turns the rider into a Mortal Wound Machine by making 6s to hit d6 mortals instead of damage. A Frostlord's spear is probably already more reliable for damage, but mortals are still hard to pass up. You might get better mileage out of the '''Dimensional Blade''' instead which increases his weapon's Rend to -3. *The '''Ethereal Amulet''' from Shyish is a solid choice for a Frostlord on Stonehorn, making his 3+ armour save unaffected by modifiers. Immunity to rend.
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