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===Artefacts Of Power=== One Hero (plus an additional hero for each battalion), gets to choose an artefact from the appropriate list. <div class="mw-collapsible-content"> <big>'''{{color|#CCCC00|Troglodytic Treasures}}'''</big> ''{{AOSKeyword|Loonboss}} only - Loonboss, Loonboss on/with Cave Squig, or Loonboss on Mangler Squig'' # '''Spiteful Prodder:''' Skarsnik’s old relic from Gork himself. Or was it Mork? Anyway, used in your shooting phases; pick a unit within 18" from the bearer and roll a number of dice equal to how many '''GROT''' units of 5+ models are wholly within 12" from that unit. It suffers D3 mortal wounds for every 5+ roll. A super weird shooting attack, that is only good if you have MSU grots... meaning you've got a lot Sneaky Snufflerz near them, or you've got 1-2 big units of Stabbas. Either way you're never going to get good odds on the mortals, and the payoff of d3 mortals is good but unlikely. # '''Backstabber's Blade:''' Pick one of the bearer's weapons. If you roll a 6 to hit with that weapon, the save roll against it always fails. This would be weirdly good if you had better damage, but the damage on your weapons is d3 at best and you don't get enough attacks with them to make it a guaranteed thing every turn. Situational and kind of weak, if you're fighting heavily-armored Varanguard you should be relying on your Mangler Squigs for damage first. # '''Loonstone Talisman:''' 5+ save against mortal wounds. Quite good, especially against armies with a lot of magic, or Skaven Warp-Lightning Cannons. # '''The Pipes of Doom:''' -1 Bravery to every enemy unit within 12" from the bearer. Very meh, the enemy can just spend a command point to autopass battleshock if it matters that much, and you don't have leadership bomb potential to make this better. # '''The Clammy Cowl:''' -1 to hit rolls towards the bearer. Stacks with other to-hit penalties. Make your enemy pull his hair out when your Loonboss With Giant Cave Squig absolutely styles upon his hero who's hitting on 4's at best. # '''Leerin Gitshield:''' If you roll a 6 to save, opponent takes a mortal wound. This means that even if rend makes you unable to succeed an armor save, you should still roll it in case of a six for a "free" mortal wound. <big>'''{{color|#9400D3|Foetid Fetishes}}'''</big> ''{{AOSKeyword|Madcap Shaman}} only'' #'''Spiteshroom Familiar''': -1 to be hit by enemy models while they are within 3" of the bearer. Great! The problem is that even with a to-hit penalty they're still attacking a Madcap Shaman, who dies if the enemy thinks mean thoughts about them. Worth considering if you plan to keep your Shaman entrenched in Fellwater Troggoths or next to the nettas of a Grot mob. #'''Moonface Mommet:''' At the beginning of every combat phase, you pick a unit within 12" from the bearer, which gets -1 to save rolls. Really really good. This makes a Madcap Shaman an excellent support model for any fight. Thanks to the forgiving range on the attack (within 12", not fully within) this means no opponent wants to go NEAR this shammy unless they plan on killing him outright. #'''Staff of Sneaky Stealin':''' Bearer gets +1 to casting and unbinding for each enemy '''WIZARD''' or Artefact-bearing '''HERO''' within 12". Another weirdly good artefact, if the enemy has lots of close-range casters this little Shaman can easily be casting Vindictive Glare each turn at enemies to whittle them down. Just keep in mind that 12" is not a long distance, and you can very likely find yourself dead before the staff can even work. <big>'''{{color|#8B0000|Venomous Valuables}}'''</big> ''{{AOSKeyword|Spiderfang Hero}} only - Scuttleboss, Webspinner Shaman on Arachnarok Spider or Webspinner Shaman'' #'''Totem of the Spider God''': For every friendly unit wholly within 12" of the bearer, the Spider Venom ability triggers on 5+ instead of 6. Hands-down brilliant, but keep in mind that it doesn't stack with the light of the Bad Moon. Great on Arachnarok Shamans on an outflank, where they're unlikely to be under the Moon's light for long. #'''Headdress of Many Eyes:''': -1 to hit rolls against the bearer. Fucking disgusting when stacked with the spell that gives a 12" aura of to-hit penalties. Turn an Arachnarok into an unbeatable tank with this goofy bullshit. #'''The Black Fang''': Upgrade 1 melee weapon of the bearer to deal D3 mortal wounds on a unmodified roll of 6 to hit. If the weapon already deals mortal wounds on a 6 roll, add those D3 mortal wounds to the weapon's. Combine this with the Monstrous Mount command trait from the Skuttleboss for a clean 3-5 damage spider venom. Or just put it on a Webspinner Arachnarok to get a sweet D3+D3 Mortal Wounds on 6s. #'''Nibbla's Itty Ring''': Once per battle you can pick an enemy unit within 3" of the bearer and roll a dice. On a 2+ it suffers D3 mortal wounds, on a 6 it suffers D6 mortal wounds. This is fine, but there's other magic items to take first. #'''Earskuttle''': Once per battle, you can pick an enemy '''WIZARD''' within 3" of the bearer and roll a dice. On a 2+ it suffers D3 mortal wounds and gets a permanent -1 to casting and unbinding for each mortal wound suffered. Eh, against huge, undying wizards this is great, like Nagash or an Abhorrent Ghoul King on TGheist, but usually if you have a wizard that close, you can just kill them. #'''Web-string Cloak''': Ennemy units cannot retreat if they are within 3" of the bearer. How often are you fighting enemies that run away from a fight? As a tank item it's fine for holding targets in place, but the Headress of Many Eyes does that too and the enemy can't say "well, we can't flee, let's just kill them" and turn your hero into mincemeat. <big>'''{{color|#DDA0DD|Glinty Gubbins That Troggoths Found}}'''</big> ''{{AOSKeyword|Dankhold Troggoth Hero}} only - Dankhold Troggboss (not Hag or Mollog)'' #'''Shiny Wotnot''': Roll a dice for each mortal wound from a spell. On a 6+, the mortal wound is allocated to the caster instead. If the source is an endless spell, negate the mortal wound and dispel the endless spell. Holy shit this one's bad. A 6+ feel no pain that only works against specifically enemy spells or endless spells is not great, even with the chance to reflect, because no one's going to be targeting a Dankhold Troggboss with magic in the first place, with the 4+ magic resistance they already have. Even if you fail your magic resistance check do you really think a 6+ shrug is going to be a worthwhile investment over say, the Moonface Mommet or Clammy Cowl? #'''Glowy Howzit''': Saves from wounds or mortal wounds on a 4+ roll. If you roll a 1, you can't use it anymore for the rest of the battle. In theory, the strongest magic item around. Adding a 4+ feel no pain is always a huge deal to an already tanky model, but in practice you could roll a 1 on turn 2 and the magic item is gone forever. Still not a terrible item, but there's still more reliable artifacts you could get instead. #'''Pet Gribbly''': If an enemy unit attacks the bearer before he was selected to attack, it will suffer D3 mortal wounds after dealing all its attacks. This one's interesting. It encourages you to attack last in order to deal free mortals, or dissuade enemies from attacking your expensive hero. Either way it's a nice tool, but don't overestimate your defensiveness and give up a beneficial first attack and possibly die in exchange for d3 mortals. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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