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===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.
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