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===Nethermaze Block=== [[File:Nethermaze.jpg|center|700px|Nethermaze Block]] The sixth block of Warhammer Underworlds was revealed on April 2022. The Nethermaze is a pit that lies below the Harrowdeep, ruled by shadowy masters that channel the power of a magical artifact called the Liar's Moon. The Liar's Moon is a very tempting steal for those who know of it, but escape can be just as tempting a lure for those lost within the Nethermaze... Metawise, nothing changed outside of boards. There are no new token types, and insofar only a couple new card mechanics that echo the usage of Map and Silent Relic cards. The good rub from this release is that the earlier panic about how seasons would only have cards from at most eight warbands to be viable in Championship format disappeared, because Gee-dubyah clarified that they were just cashing in on box sets. Direchasm is so far still Championship format viable in Nethermaze; further, new Rivals decks are being introduced in White Dwarfs so you're not stuck with just two themed decks and warband exclusives. ====The Shadeborn==== One of the warbands introduced with the block, the Shadeborn are Morathi's special agents. As it turns out, the masters of the Nethermaze are actually defectors from the Daughters of Khaine who might potentially seek to threaten the recently-ascended war goddess' powers. Thus, Morathi sent out a pack of Shadowstalkers to quell any potential rebellion. They are actually insanely powerful, but require a lot of forward thinking. You will not win the game with brute force, but you will succeed when you isolate an enemy fighter and remove them from the board. They have cards that allow them to teleport, swap places, and be considered in cover. Being in cover from a Gloom token or from a card played gives them a lot of defensive utility and tricks to pull off. Once inspired and reasonably equipped, they're practically unbeatable by most warbands. The male fighter here is also a wizard, so there's that. These are technically models used in a different game that have been reposed, but they're still pretty awesome to look at. ====Skittershank's Clawpack==== The other warband introduced with the box, these are a bunch of [[Skaven]] from [[Clan Eshin]], tempted more by the power of the Liar's Moon. They gain Inspired and are most powerful when targeting enemy leaders. Enemy leaders are almost always going to keep out of harms way when fighting the Clawpack, because the enemy player probably knows it keeps you on the backfoot. The upside to this is that you have high mobility cards and some staying power cards to keep your fighters alive longer and closer to the enemy leader. Skittershank and Snyp (your second-in-command) inspire when either the enemy leader is out of action or it has 4 or more wound counters. Mollog, Kainan, Blackpowder, 5 wound leaders, and wound buffed leaders are not going to be safe from their inspire condition. Your other three fighters inspire by the enemy leader being out of action or they just land an attack on them. You are clearly oriented to take out fighters that just like to tank shots and hold objectives. Skittershank, Snyp, and Kreep all have the Marked for Death ability, which allows you to reroll a single dice when attacking an enemy leader, which is a godsend when you are fighting any Death armies this season. Skittershank has 3 attack dice, 4 when inspired, and Grievous. Snyp stays on 3, but gains Grievous and Cleave; further, he has a reaction ability where he Staggers all adjacent enemy fighters after an activation where he was used, which really helps break Guard focused players. Kreep has a ranged attack that forces enemy fighters to stay still if they don't want to risk taking a wound. Krowch't and Skulck are a melee and ranged fighter respectively, and they're mostly just minion fodder. They aren't that useful outside of being good supports and super fast, but they can get the job done. ====Hexbane's Hunters==== Haskel Hexbane is a witch hunter who managed to wind up in the Nethermaze along with some lackeys and even a pair of dogs to accompany him. Evidently, it's clear that as merely men in a world full of mutants, monstrosities and armored demigods, there's not much chance that you'll be winning games unscathed. However, their cards seem to have extra effects depending on how many of your models are killed. ====Gorechosen of Dromm==== Dromm, Wounder of Worlds and Arch Slaughterpriest of Khorne has decided to delve into the Nethermaze with the intention of wounding the realm of Ulgu itself. He is joined by Skullgrinder Herax and the Gorehulk, a Slaughterpriest midway through his transformation into a Khorgorath. Dromm comes with the ability to force an enemy unit to charge him in a blind rage.
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