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== Warscrolls== ===Named Characters=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-arch-warlock-en.pdf Ikit Claw/Arch-Warlock]:''' He can fire his Warpfire Gauntlet once per battle to deal d3 Mortal Wounds. Gets Warpstorm as his exclusive spell, allowing him to deal d3 mortal wounds to up to 3 units within 18" if he rolls a 2+ for that unit. An awesome Wizard (2 spells a turn) with an awesome spell, in very tough armour and with decent melee, why aren't you using him? And he´s not even a named character, not many armies get that. Pop him on a Balewind Vortex and he becomes an absolute monster with a 2+ save that nothing can charge. ===Heroes=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-warlock-engineers-en.pdf Warlock Engineer]:''' Gets Warp Lightning as his exclusive spell. It's like pre-nerf Arcane Bolt; it deals d3 mortal wounds to a unit within 18". Can overpower his generator before casting it: if it's successfully cast, it deals D6 Mortal Wounds, but if it fails the Engineer suffers d6 Mortal Wounds. A great Wizard, use him if you want power at any cost. If you want stability, use the Grey Seer. ===Troops=== ====Battlelines==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-stormfiends-en.pdf Stormfiends]:''' Want to win games? Give 3 of them Warpfire Projectors, any unit in 8" will suffer a MINIMUM of 6 Mortal Wounds, with no Hit or Wound rolls, a straight up Character killer. This unit has a ton of different equipment to choose from. The melee weapon options include the Doomflayer Gauntlets (hitting on a 2+ in the turn they've charged), Shock Gauntlets (every attack becomes d6 attacks if you rolled a 6 to hit) and Grinderfists (basically they're their own Warpgrinders), and the former two also come with an extra Wound for each model. Missile weapons instead offer stuff like Ratling Cannons, Windlaunchers (same +1 to hit and "can shoot at units they can't see" as Globadiers) or Warpfire Gauntlets (take a guess). Powerful and versatile, think deeply what role you want them to play in your army. Down to 290 points in the new edition, same all around awesome. **Before someone else comes along: No, you cannot use Sparks to double Mortal Wounds done by Warpfire Gauntlets. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skryre-acolytes-en.pdf Poisoned Wind Globadiers/Skryre Acolytes]:''' Get +1 to hit when shooting against units with 10+ models. Can also shoot against stuff they can't see like the Poisoned Wind Mortar dudes. So, put them behind your combat units to keep them safe and get in range (9"), and throw crystal balls of death to highly armoured units (they got -2 Rend). Do that and you´re golden. ====Weapon Teams==== Except for the Warplock Jezzails, These are cheap single model units with a strong weapon that can be overcharged with a chance of the model hurting itself (Unless the D3 Mortal Wounds kill it, it still gets an attack when it fails to overcharge). They can die quickly once your opponent focuses on them or with bad overcharges but this can be circumvented by simply bringing backups. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doomflayer-en.pdf Doom-Flayer Weapon Team]:''' Can overpower before attacking. You roll a dice: on a 2+ you attack but dealing d6 wounds instead of d3. Also gets +1 to hit rolls when charging. Not very good: too slow for using him like a Chariot, and will probably die if it doesn't attack first. Still, you can use him and his -2 Rend to support your basic infantry against highly armoured units. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ratling-gun-weapon-team-en.pdf Ratling Gun Weapon Team]:''' The same, but this time the wounds it inflicts if the overpower is successful are 4d6 rather than the regular 2d6. Also gets +1 to hit when shooting at units within 9". Very good; his relatively low range makes it risky, but it spouts a lot of good shots. By the way, note that each "misfire" of each Skyre Weapon Team is different (read them all!), but all of them hilarious: for the Ratling Gun, the crew trap themselves in the mechanisms and get turned to mincemeat. *'''Warpfire Thrower Weapon Team:''' Like Ikit's Gauntlet, but with the usual overpower mechanic that allows it to deal d6 mortal wounds instead of d3. Slow and fragile (everyone will shoot at them), but if you put them in your centre, leaving a gap between your infantry units, you can support them when they enter close combat with the enemy; just position yourself and incinerate the enemy units already in combat with yours. Combos well with these guys: *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-warp-grinder-weapon-team-en.pdf Warp-Ginder Weapon Team]:''' As before, it starts underground with a whole other unit. In any Movement phase, you can roll a dice and on a 3+ the unit and the Warp-Grinder are placed anywhere on the field within 9" from any enemy unit. Very strategic and useful, if you use it well, though it's still kind of random. *'''Poisoned Wind Mortar Weapon Team:''' a single shot rend -2 Mortar. Instead of overpowering, they try to throw the orb farther away increasing the maximum shooting range from 22" to 30", but the mechanic is the same. You also get +1 to hit against units with 10+ models and it always deals 6 wounds against units with 20+ models and shoots against units that the mortar can't see but are in the range. Put them behind your lines and massacre big hordes; sometimes they're meh, sometimes they're great. **What isn't great, is that you're either converting these guys or scouring the internet for em. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-warplock-jezzails-en.pdf Warplock Jezzails]:''' Skaven Sniper. If they don't move they get 4+ saves against enemy shooting attacks and also reroll 1's to hit as long as there are no enemies within 3". A 6 to hit will also deals Mortal Wounds. Can be good against armour, but they're (again) pretty random. If nothing else, they got great range. ===Warmachines=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doomwheel-en.pdf DOOMWHEEL]:''' Moves 2d6" and deals d3 mortal wounds on trampled enemies. You can overpower it to double the movement roll, but if you get a double your opponent decides the direction. Pretty good shooting and move: each turn, fry something, trample over it, then charge it, and your DOOMWHEEL will pay for itself in one turn. *'''Warp Lightning Cannon:''' Can deal up to 6 mortal wounds when shooting. You actually have to roll a dice in order to calculate the minimum roll you need for the wounds to score. Also gets +1 save against missile weapons. Decent, but too random and low Range; other armies get much better artillery.
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