Editing
Age of Sigmar/Tactics/Old/Chaos/Hosts of Slaanesh
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Warscrolls== The common keywords of these warscrolls are: '''CHAOS''' and '''SLAANESH''' with semi-independant '''MORTAL''' and '''DAEMON''' sub-themes. ===Heroes=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-keeper-of-secrets-en.pdf Keeper of Secrets]:''' This guy/gal is FAST (14" at full wounds, down to 6" when almost dead) and pretty killy, although fragile, and has a few nifty abilities, the most hilarious of which is the possibility to bribe an enemy '''HERO''' into gaining up to 6 attacks (your opponent chooses how many) on any of their weapons. However, if they roll any one when attacking with said weapon, they instantly die. Avoid using it on stuff that gets re-rolls and it'll give your opponents headaches. The Keeper itself re-rolls to-wound rolls of 1. Also the only wizard in the hosts (along with the Forgeworld Exalted KOS), who can cast and dispel one spell per phase. His exclusive spell has you roll 2D6 and every enemy unit within 6" whose bravery is lower than the result takes D3 mortal wounds. This is... Pretty weak, especially against other daemons or Death where everything is bravery 10, but it can occasionally be useful against low-bravery armies. Most of the time, stick to arcane bolt for dealing damage. This is all made up by his command ability, which allows any unit of Slaanesh Daemons to pile and attack twice during the next combat phase. This is ridiculously strong and there is absolutely no wrong target when using this - just target whichever unit is engaged with the thing you want dead. (this is a bit of a lie: don't target something that will die before getting to attack the second time). Note: you can target hellstriders (or the mounted lord of Slaanesh) with this, as they have the '''Daemon''' keyword. Note: the Keeper of Secrets has been reduced in cost by 20pts to 260pts for matched play in the Generals Handbook 2018, making him slightly better. {{anchor|FWExalted}} *'''[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/AOS-Exalted-Daemon-of-Slaanesh.pdf Exalted Greater Daemon of Slaanesh] (Forge World):''' For just over 1.5x the points of a normal KOS (440 points total as of GH 2018, down from 500), you get a slightly bigger KoS with 15 Wounds (and a 4+ save now, along with all the other Exalted Demons) and a few more attacks with slightly higher damage per weapon. In addition, you get two spells per turn as opposed to the KOS's one per turn. The Exalted KOS's ability allows you to pick a HERO within 3", allowing that Hero to re-roll hit rolls of 1 in the combat phase; then at the end of the phase, you can roll a dice for the HERO and on a 6, that HERO is slain. Finally, the Command Ability for the Exalted KOS allows a unit to immidiately pile in and attack for second time, as opposed to the normal KOS command ability allowing the unit to be chosen twice in normal turn order. Incidentally, the Exalted KOS cannot reroll 1's to wound like a normal KOS. Go figure. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-the-masque-of-slaanesh-en.pdf The Masque of Slaanesh]:''' One of the best trolling units there is. The Masque moves 10" and trades the regular herald's abilities for a crappy additional attack, +1 to her save, and some very, very annoying powers. First off, you roll a die at the beginning of each combat phase: each time one of your opponent' to hit rolls matches the die's result when targeting the Mosque, the attack fizzles. This is very hit-or-miss and can either make you ridiculously tough or be absolutely useless. Her second ability allows her to re-roll failed hit rolls if her move characteristic matches her opponent's, and also re-roll to wound if is greater. With a move of 10" and her last ability, you'll often be rerolling both: enemy units that start their turn within 12" of her halve their movement. yes, halve. Either use her as a suicide bomber to glue your opponent down or as a support unit to prevent enemies from retreating. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-herald-of-slaanesh-en.pdf Herald of Slaanesh]:''' Does additional attacks on sixes to hit, re-rolls her 5+ save during the combat phase, and... that's about it. She has a lot of attacks, especially when you factor in that she'll do one more on average with her ability, but isn't that killy. Her role is more that of a support unit, activating the locuses on your daemons, especially since she isn't a wizard and has no command ability outside of the basic one (and any scenario-specific one). **'''On Steed''' The steed is free, so take it. Giving her a steed makes her move 12" and gain the mount's attacks. This isn't as effective as it sounds for cavalry lists, as she will struggle to keep up with speeding seekers; but a couple of additional attacks and some flexibility in locus-activation is nothing to spit at. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Infernal-Enrapturess-en.pdf Infernal-Enrapturess]:''' a Herald with a flesh harp with slug and semi-automatic settings. it also disputes wizard casting, cosuesing pairals on doubles, and generates Depravity points each your hero phases (multiple Enrapturess stacks). Enrapturess prefers bing further behind givings ranged support. *'''Herald of Slaanesh on Seeker Chariot:''' See regular seeker chariot, but has three more attacks, its non-rending attacks hit on a 3 instead of a 4, and heroes have -1 to hit against the chariot. Downright inferior to the exalted variant except for always running 6 and being easier to summon, so may have a role as a support unit as daemons are always in need of things to activate locuses with (especially in bigger games). Still decent. *'''Herald of Slaanesh on Exalted Seeker Chariot:''' See regular exalted seeker chariots, but has three more attacks, its non-rending attacks hit on a 3 instead of a 4, and heroes have -1 to hit against the chariot. (notice a pattern here?). As murderously strong as the normal variant. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-daemonprince-en.pdf Daemon Prince]:''' Fast and decently killy. You can dedicate him to a God, but doing so takes away his decent Monster/Hero-kills-heal ability. All God-specific abilities are good, but the Slaanesh one is pure trolling: When your opponent chooses to pile in within 3" of the Daemon Prince, you can pile in and fight with the Daemon Prince before they are allowed to act. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-lord-of-slaanesh-en.pdf Chaos Lord of Slaanesh]:''' This guy has a lot of attacks and hits heroes and monsters on 2+. He still won't do too much damage, but he compensates with a pretty decent command ability: he turns any '''MORTAL SLAANESH''' within 12" of him into daemonettes, making them do more attacks on sixes to hit. With the selection of Slaves to Darkness units that already use massed attacks to deal damage, you'll be hard-pressed not to find a decent target. Like most chaos carriers he has a chaos runeshield to avoid mortal wounds on a 5+. Almost required to be run with Slaves to Darkness infantry if you want him to keep the pace with anything at all. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lord-of-slaanesh-en.pdf Lord of Slaanesh on Daemonic Mount]:''' All-around better than the footslogging version in general, except for having no rend. His move of 16" means he can accompany pretty much whatever he wants and his special rule makes everything have -1 to hit against him if they are within 3" of him. Like the footslogging version, he also has a chaos runeshield. His command ability is the same as the Keeper of Secrets, but for '''MORTAL SLAANESH''' instead of Daemons, for when your Hellstriders need that extra punch to rack those sweet free attacks. Or, you know, target any Slaves To Darkness unit and rape stuff - attacking twice doubles the effectiveness of pretty much anything. **If you keep him close to a unit of Hellstriders with an Enrapturing Banner, pretty much everything will have to take -2 to hit this guy in the combat phase (or even -3 if he's your General and is blessed with the Allure of Slaanesh command trait). Position yourself properly and watch your opponents tear their hair apart as most of everything struggles to even hit your dooder. Just remember, this doesn't work against ranged attacks. **Has the '''DAEMON''' keyword thanks to his Daemonic snake, so should be able to activate the Locus of nearby Daemonettes, Seekers and Fiends. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-lord-daemonicmount-en.pdf Chaos Lord Daemonicmount]:''' Pretty good actually. Ability-wise he's almost the same as the walking one, Slaanesh gives him the ability to run and charge. Combined with Eye of the Gods, this makes him all but unkillable so long as you feed a steady stream of Heroes to him. His Command Ability allows a Chariot or Knight unit to reroll charge rolls and adds +1 to their Hit rolls. Gorebeast Chariots hitting on 3+? Yes, please. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-chaos-lord-manticore-en.pdf Chaos Lord on Manticore]:''' The Lord on Manticore can have a choice between Flail and Sword, with the Sword being better in most circumstances and a choice between Runeshield, Daggerfist, and Lance. The Lance might be awesome, but since everyone and their grandma will be gunning for your Manticore, the 5+ save against Mortal Wounds might be the best choice. Slaanesh gives -1 Bravery to opponents within 3" during Battleshock Phase. Ironically enough, the Manticore itself is actually less damaging than the Lord on it, but it does provide some nice special rules, such as rerolls of 1 To Hit against Monsters for its Claws and Jaws attacks and always rerolling when attacking units in your side of the field. His Command Ability allows a unit of Chaos Warriors within 15" to reroll charge, wound, and Battleshock rolls. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-sorcerer-lord-en.pdf Chaos Sorcerer]:''' A '''Mortal wizard''' that you would prefer to be on a horse. It can provide a re-roll saves of 1 to one unit within 10" every hero phase. Is Unique spell is '''Daemnoc Power''' which Re-roll hit, wound, and Save rolls of 1 to a unit within 18" until unit the next hero phase. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Chaos_Sorcerer.pdf Chaos Sorcerer Lord on Manticore ]:''' Blessed with the same awesome "reroll saves of 1" ability as the normal Lord, this here rides a Manticore, who is just as killy as the one the normal Lord gets. Additionally, the Sorcerer Lord gets the Wind of Chaos spell, which is potentially devastating (and potentially utter crap, hope the dice like you). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-exalted-hero-en.pdf Exalted Hero of Chaos]:''' A guy with two axes with the nifty ability to attack twice in the turn he charged (he pileups again between the two attack waves), and when he kills a Hero or a Monster he will deal double wounds in the next turn. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-lord-en.pdf Lord of Chaos]:''' Has a brutal pair of weapons, both attack thrice, hitting and making wounds at +3. The Reaperblade has a range of 2", -2 rend and 2 damage, and once per battle he has the option to make one attack, but making 2D6 fucking damage. His Slaanesh Mark allows him to Run and charge, and his command ability lets any Slaves to Darkness unit within 10" with his same mark gets the ability too, it's not really the best command ability you have to be honest... If he kills the opponent general, he becomes a Daemon Prince on a whim, but if he dies he becomes... you know what. ===Battleline=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-daemonettes-of-slaanesh-en.pdf Daemonettes of Slaanesh]:''' ('''Battleline units''') Who said Slaanesh was dead? Perhaps one of the strongest massed infantry units around. Daemonettes move 6", can run and charge in the same turn, and each unmodified 6 to hit gives you an additional hit. Sure, you only hit and wound on a 4+, but that's with two attacks per girl and a -1 rend. If you have 20+ models in the unit, they do bonus hits on 5s instead, so if at all possible DO THAT. They only have a 5+ save, which isn't that bad for massed infantry, and their locus forces opponents to re-roll successful hits of 6 in the combat phase, so try to keep that activated at all times. Their champion has a bonus attack and their musician is par for the course for daemons, forcing enemies to re-roll bravery tets of 1. Grant them an icon bearer and a standard bearer, giving the unit bonus models when you roll a 1 on a Bravery test and allowing you to re-roll hit rolls of 1 in the combat phase respectively (so remember to always test for Bravery even if you can't possibly fail - you might very well get more daemons). A sufficient number of daemonettes, once it gets in melee (and it has the speed to do that) will murderize almost anything through a sheer number of attacks. Add a Keeper of Secrets to make them attack twice per phase and your opponents will be brought to tears. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-hellstriders-en.pdf Hellstriders of Slaanesh]:'''(Can be taken as '''Battleline units''' If taken in a '''Hosts of Slaanesh Army''') Odd, but the good kind of odd. These guys are blessed with a move characteristic of 16" and chaos runeshields, but they really don't hit that hard. The catch lies in their special rule: at the end of combat, you roll a die and if the result is equal or inferior to the number of models killed by the Hellstriders this turn, they add +1 to their weapon's Attacks characteristic until the end of the battle. This is harder than it sounds, especially when their mounts usually out damage the riders at first. They have two weapon choices: clawspears that hit and wound on a 4+, but have a rend of -1 and get +1 to wound on the charge, and hellscourges that have no rend or charge bonus but get 3" range instead of 2" and hit on a 3+. Their champion has the usual +1 attack, their nifty musician adds +1 to their Run and Charge rolls and they have two choices of banners: the Icon of Excess which allows to re-roll the die when rolling to see if they get bonus attacks (meh), and the Enrapturing Banner which gives enemy models within 6" -1 to their hit rolls (very good). If you want to play these guys put them in a big unit of 10 or more and use spells and command abilities to get the best of them - the mounted Lord of Slaanesh, in particular, is especially helpful in getting them some much-needed kills, and with enrapturing banner and the Lord's ability, everything will have -2 to hit the lord in combat. Yikes. With 16" they can also do some Warmachine hunting (though seekers are better at that) and try to gain bonus attacks off the crew. Always send them against easily killed chaff and don't sweat it if the dice gods are against you, and remember that they have the Daemon keyword, which means they can, for instance, be targeted by the Keeper of Secret's command ability, but might screw you over if you needed something to tarpit that witch hunter. **Alternate tactics: give these guys an enrapturing banner choose a model which you don't want to die and have it escorted by the hellstriders at all time. Your opponent will have much of the sads. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-seeker-chariot-of-slaanesh-en.pdf Seeker Chariots of Slaanesh]:'''(Can be taken as '''Battleline''' if taken in a '''Hosts of Slaanesh''' army) Inferior to the exalted seeker chariot and in turn inferior to the chariot with a herald on it. 'course, that means it costs less in games with point systems! It's a bit fragile for a chariot, with a 5+ save and only 6 wounds, but eh, it moves 12". Compared to the exalted seeker chariot, the only thing it does better is always run 6 and is easier to summon. It has 9 attacks, 5 of which do like daemonettes and generate more attacks on 6s to hit (though only two have rend), and after it charges you roll a die for each enemy model within 1" and for each 4+ that model's unit takes a mortal wound. Like the other chariot variants, its unit size is "any number" so nothing is stopping you from making a huge cavalcade and playing ride of the Valkyries in the background everytime it charges. All in all, decent, but far from an auto-include. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-chaos-warriors-en.pdf Chaos Warriors]:''' Slaanesh Marked '''Chaos Warriors''' can be taken as '''battleline''' in a '''Host of Slaanesh''' army and deserve a special mention. The fact that you can get five of them for a measly 90 points makes them an incredibly effective Battleline unit. Also, your mortal lord's abilities synergize much better with them. The downside in that they are not nearly as mobile as everything else in the army but instead bring a strong anvil unit that is lacking in the Daemon wing of the army. Small squads of Chaos Warriors as backfield objective campers are a perfectly viable strategy. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-marauders-en.pdf Chaos Marauders]:''' When marked as Slaanesh, these make a great '''Battleline''' unit as an alternative horde to Daemonettes if you want to run a '''Mortal Host of Slaanesh''' army. Very cheap in this army and when paired with a Slaanesh Chaos Lord they can put out quite a bit of hurt to help compensate for their mediocre stats. Somewhat overshadowed by the other battleline available but make up for it with their great CC potential and cheap price. ===Other Units=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-chosen-en.pdf Chaos Chosen]:''' Chaos Warriors with some really good axes. 3 attacks each 3+/3+/-1/1 that cause mortal wounds on a wound roll of six or more and if they slay a model SLAVES TO DARKNESS within 8" re-roll failed wounds. Thus making them good if you are going for a more mortal Host of Slaanesh army. These guys pack a punch and can be viewed as a weaker and less durable Stormcast paladins squad, but is 60 points cheaper a unit. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-spawn-en.pdf Chaos Spawn]:''' [[Chaos Spawn | That Which Must Not Be Named]]. Not actually terrible anymore, though far from reliable. A Move of 2D6" makes for potentially fast movement. Similarly, 2D6 attacks per Spawn is potentially strong, but even better is the special rule these attacks come with: If you roll a Double, instead of Hitting and Wounding on 4+, you Hit and Wound on 3+. Just think about it, 12 attacks apiece with good Hit and Wound rolls... Also, five Wounds with a 5+ save make for pretty hardy models. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-seekers-of-slaanesh-en.pdf Seekers of Slaanesh]:''' Daemonettes on steroids who move 14", run 2D6 and charge in the same turn, and have 2 wounds each. Their mounts aren't too shabby in combat either, hitting and wounding on a 4+. Otherwise, their special rules are the same as regular Daemonettes with the exception of the locus which adds 1" to their Run and Charge rolls. So yes, that's a potential 16+4D6" charge range for a 40" threat bubble on those girls. They are very much guaranteed to get in combat with what you want them to be in combat with, so either use them to pin enemies down while moving your force or to get to targets in the backlines. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-fiend-of-slaanesh-en.pdf Fiends of Slaanesh]:''' Compared to the awesome that are Daemonettes and Seekers, <s>those guys are a bit of a letdown</s>. They move 12", which is very fast, but for ogre equivalents, they're neither very tanky nor very damaging. Their locus allows them to re-roll failed hit rolls of 1 when activated, which helps. Other than that enemies have -1 to hit them during the combat phase (and -1 to wound too if you take 4 of them) and if they roll a 6 to wound with their pincers the attack deals D3 Damage instead of 1 (note that the champion re-rolls wound rolls of 1). Their stinger will murder stuff... When it hits, dealing more damage the bigger the model's Wound haracteristic, so recommend to always put stingers into Heroes to get the most out of them. <s>These guys won't let you down, but they're nothing impressive compared to some of the other choices in the hosts. </s>. Now like in 40k, they also subtract 1 from casting rolls of nearby Wizards. New plastic models are here! *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-exalted-seeker-chariot-en.pdf Exalted Seeker Chariots of Slaanesh]:''' This thing is a monster. Well, it doesn't have the monster keyword, but it might as well (and unlike most monsters it doesn't get weaker for taking damage). 12" move, 9 wounds, and SEVENTEEN attacks, nine of which generate more attacks on sixes (though, again, only three have rend). So yeah, that's more attacks-per-wound than the seeker chariot. It has the same thing as a seeker chariot where it deals mortal wounds when charging to units of models within 1", except this time that's D3 mortal wound per 4+. Which is also likely to affect more models, as the exalted seeker chariot is much larger than the regular one. In addition, during the turn in which it charges enemy units within 3" add 1 to their bravery tests. This thing eats tarpits. Charge where you will maximize the impact hits wound count and don't worry too much if it takes a beating. The final hilarity lies in the "any number" of them which you can bring per unit, meaning ride of the Valkyries is a go. *'''Hellflayers of Slaanesh:''' A better version of the seeker chariot that's just a bit slower, now where have I seen that before? These have the same defensive stats as a seeker chariot, 11 attacks base, only 3 of which rend but 7 of which have the do-more-attacks-on-sixes-to-hit thing. They do impact hits like seeker chariots but if any mortal wound is successfully inflicted this way, attacks which can generate more attacks (so, 7) can re-roll failed hit rolls, which is very good. Again, the unit can have "any number" of models. Since Hellflayers are built sideways on the base, you're likely to hit more models than a seeker chariot with the impact hits, too. All in all, not an exalted chariot but don't be afraid to bring them. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-chaos-knights-en.pdf Chaos Knights]:''' This army is fast and Chaos Knights are the right mix of tough and fast that this army can use, 3 wounds and have the same 5+ mortal wound save as Warriors. Two weapon options, Enscrolled Weapons (3x 3+/4+/-/1) or Glaives (2x 4+/3+/-/1) that upgrade to 4+/3+/-1/2 on the turn they charge. These guys obviously hit pretty hard and can synergize well with a mounted Slaanesh Lord. They can be a good alternative to Seekers and while slower and more expensive they make up for it with good durability and damage output. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-marauder-horsemen-en.pdf Chaos Marauder Horsemen]:''' Much lighter Cavalry and one of your few ranged attack options in the army. 12" move 5+ save and 2 wounds each. They can have the same flail or ax as marauders on foot but the best option is their javelins giving them 2 4+/4+/-/1 ranged attacks each. They have the same re-rolls of 1 to hit banner as marauders on foot too and can shoot and charge on a turn they retreated. A nice cheap skirmisher option in an army that is sorely lacking in ranged combat allowing them to compete with seekers. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-gorebeast-chariot-en.pdf Chaos Chariots]:''' 8+D6" move means these are pretty nippy, this army loves its chariots and these guys. It's decent enough at taking out enemy heroes with the greatblade, with the flail it can potentially pack a bit more punch but only on a lucky roll so it is probably not worth it but that one time you get lucky can come in handy. Not quite as fast as the Daemonic chariots but has a better save and roughly equal in damage output on the other two. Could be an interesting alternative if you are going for a tanker option to the Seeker Chariot. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-warshrine-en.pdf Chaos Warshrine]:''' A big tough model that is surprisingly good in combat but is neither a monster or war machine, so that is something to consider. What it does is pretty cool, too. First, it has an Aura that grants Mortal units (almost everything Chaos that isn't a Skaven or a Daemon) an additional 6+ save after their normal save. Can also pray for buffs to Mortal units. There is one Undivided buff and one for every God, the latter of which you can only use by dedicating your Shrine to a particular God. Since you are a Hosts army you will be using the Slaanesh specific prayer. This one, in particular, allows re-roll charges and battleshock, except for Slaanesh marked units just outright ignore battleshock. This is why you bring this thing if you going horde heavy stick this thing behind your big units and laugh as your mass blocks of Mauraders or Chaos Warriors are completely fearless. And the ability to re-roll charges can work wonders for Chaos Knights and Hellstriders when charging. Won't affect the demon wing of your army so plan your list accordingly otherwise this thing will only be a glorified beat-stick without any '''Mortal''' units. *'''Chaos War Mammoth:''' This monster has 22 wounds! Although it's only packing a 5+ save. All of his attacks cause at least D3 wounds, making it an exceptional monster-killer when at full strength. Its real strength lies in supporting a Marauder charge, however - as well as imposing -2 to any Battleshock tests to any unfortunate unit that gets charged, the Mammoth can also help Marauder or Marauder Horsemen get in a little extra movement and increase their damage output in combat. Wounding and even killing this thing just makes it cause more damage. If you're playing with a big Chaos horde then there's no finer feeling than running this guy into the enemy's biggest and toughest-looking infantry blob, although expect a few dirty looks for doing so. Keep in mind that he doesn't like magic missiles or war machine fire, however. Donโt forget that itโs MORTAL now, and thus can pile in and attack twice thanks to the Slaanesh Lord on Daemonic Steeds Command Ability. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-gorebeast-chariot-en.pdf Gorebeast Chariot]:''' Don't get the same movement rule as the normal Chaos Chariots but they have the absolutely devastating Gorebeast to make up for it. The beast is just that in combat and also grants you the nice rule the Skullcrushers get where you can potentially inflict Mortal Wounds on whatever you charge in the Charge Phase. How you can use that last fact to your advantage, well... coughBloabRotspawnedcough. *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-gigantic-chaos-spawn.pdf Gigantic Chaos Spawn]:''' A strong but unreliable monster burdened with random movement, random attacks, and regeneration. He can put out a fair amount of damage with a mix of its tongues and maws, and has 12 wounds and has a good chance to regenerate and possibly gain more wounds each turn. It's worth remembering that he can be given any Chaos God as a keyword, which opens up amusing possibilities like running a Khornate Spawn alongside a Bloodsecrator.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information