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===Battle Traits=== *'''''Masterclan''''' **'''Skilled Manipulators''': Whenever a non-monster Masterclan hero takes a wound or rolls a Ward save, roll a d6 for one Skaven unit of 3+ models within 3". On a 3+, you instead allocate that wound to the nearby unit, preserving your Grey Seer's life at the expense of the rats he commands. Everything becomes a Grey Seer's bodyguard now. **'''Always Three Clawsteps Ahead''': Only usable if you field 3+ Masterclan heroes. After you have one unit charge/run on that turn, you can use that same roll for the run/charge actions of other units in that phase while letting one unit pile in during the fight phase lets other units within 3" of their enemies pile in as well. ***<strike>''NOTE: This works extremely well with Clan Moulder's "Crack The Whip" ability which adds 3" to a Pack unit's charge roll - Which you can in turn apply to all your other units. Can make for some really aggressive moves.</strike> No longer works as per the latest FAQ. *'''''Clan Moulder''''' **'''Prized Creations''': At the start of the game, you can assign a Hellpit Abomination (or several if you field 3+ Master Moulders) with a special mutation, barring any duplicates. Note, that you don't need a Master Moulder for the first buff. ***''Toughened Sinews'': The Abomination now gets 16 wounds and a 4+ save, buffering their peak effectiveness a little. Probably the best all-comers pick. ***''Lumbering Behemoth'': The Abomination gets a 7" movement and all run rolls are automatically 7. ***''Quivering Bulk'': +1 to rolls for Avalanche of Flesh ***''Accelerated Regeneration'': The Abomination's regeneration rolls are now activated on any hero phase, including your enemy's. What a way to piss off any limited-use kamikazes. ***''Best-Best Warpstone Spikes'': Re-roll when using the Warpstone Spikes ability. ***''Backup Organs'': The Abomination has so many redundant organs that you can re-roll for the Too Horrible to Die ability. *'''''Clan Eshin''''' **'''Masters of Murder''': Pick an enemy hero, all Eshin units can add 1 to hit and to wound rolls against them. If you pick up 3+ Eshin heroes, this benefit extends to anyone attacking any heroes, not just the designated target, but only for melee attacks. *'''''Clan Verminus''''' **'''Mighty Warlords''': A new Heroic Action that lets a Clawlord pick out a second faction Command Trait to use on top of their existing one until the end of the turn, providing momentary perks for key situations. If you pick up 3+ Clawlords then you can use this action on all Clawlords, letting each one pick up a unique Command Trait. *'''''Clans Skryre''''' **'''Warpstone Sparks''': At the start of the game, you gain 3+d3 Warpstone Sparks so long as you take a Skyre hero (upped to d6+3 if you take 3+ Skyre heroes). A Spark can be spent once per phase on your '''Skryre''' units to: **#Reroll a wizards' casting, dispelling and unbinding rolls for that phase. **#Reroll a Hero's to Hit rolls for that phase. **#Pick a hero and choose up to 3 '''SKRYRE''' units wholly within 13" of them. Add +1 to the Damage characteristic of missile weapons used by these units for that shooting phase. ***Along with the theme of instability, at the end of the appropriate phase, roll a die, on a 1 the wizard or hero chosen suffers D3 Mortal Wounds. Magical Uranium, everyone! *'''''Clan Pestilens''''' **'''Echoes of the Great Plagues''': Pestilens priests add +1 to their prayer rolls for each fellow Pestilens priest wholly within 13". Once per turn, when a Pestilens Priest makes a successful prayer roll of a 6+, you can manifest one of six Great plagues, each of which can only be used once per battle. 4/5 of the plague's effects the nearest eligible unit so have placement in mind and bring a lot of Priests to more reliably get a six once per turn. **#'''Bubonic Blightplague:''' The nearest enemy unit within 13" suffers 2d6 mortal wounds. If the unit is then destroyed, pick another enemy unit 6" of the last model removed and inflict D6 mortal wounds. If this too destroys an enemy unit, pick another enemy unit within 6" of the last model removed and deal d3 mortal wounds. Repeat this process until no unit gets wiped out or there are no other units in range. **#'''Crimsonweal Curse:''' The nearest enemy unit within 13" suffers 1 mortal wound, and it and other enemy units within 1" of that infected unit suffer a 1 mortal wound during your future hero phases. Forever. **#'''Redmaw Plague:''' The nearest enemy Hero within 13" becomes infected. If within 3" of friends but no enemies at the start of the combat phase, gain ownership of that hero for the rest of the phase. **#'''The Neverplague:''' Pestilens Priests may reroll prayer rolls for the rest of battle. Should always be the first you set off unless something horrible went wrong. **#'''Undulant Scourge:''' The nearest enemy unit within 13" rolls 1D6 for each member of the unit; the unit takes a mortal wound for every 4+ rolled.
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