Warhammer fantasy 8th edition magic phase




















By working themselves into a deep trance Orc and Goblin Shamans can communicate with the great gods and orcish spirit creatures. Sometimes they meet ancient predecessors in the same way or they encounter other Shamans who happen to be wandering in the spirit-realm at the same time.

The Orcs and Goblins call this spirit-realm the 'Great Green'. Warhammer Wiki Explore. The World. Stubborn till Death by kingmong Enanos. Join the Crusade! Add sources! Explore Wikis Community Central. The Call of the Hunt 11 18" wound caused, the caster gains one Wound up to 2x their starting total. Black Horror 11 18" combat moves 2D6" towards the nearest enemy unit it can see, or straight Place the center of the large template in range.

Enemies contacted can only chose to hold. Target a Strength test or lose a wound, no armour saves. Tomb Kings 35 Nurgle 1. Incantation of Vengeance - 18" Magic Missile 1. Target single enemy model takes a wound, no armour save.

Fleshy Abundance 7 18" Augment Target own Undead unit [not in combat may shoot. Plague Squall 8 24" HtH more than once per turn. The caster shoots a large template exactly like a stone thrower.

On a misfire 3. Each unit under the template takes 3D6 Target own Undead unit may move or declare a charge. Enemy can respond S1 hits, no armour saves. Does not affect units with the Mark of Nurgle. Cannot affect a unit more than once per turn. Cloying Quagmire 9 24" LoS 4. Incantation of Summoning - 12" Augment Each model in target enemy unit must take an Initiative test. Those that do Target own Undead unit has a number of wounds worth of models restored, not pass must fail an armour save or die, no saves.

Does not affect Flyers, up to its starting size. Guard D6, and all other targets D3. Characters and their chariot mounts are 5. Curse of the Leper 10 18" Hex targeted separately. Target unit suffers -1 Strength and -1 Toughness.

At the beginning of every Vampires 39 friendly magic phase they are reduced by an additional Only affects the crew and mounts for war machines and chariots. Invocation of Nehek 4 18" HtH 6. Raise Dead 5 12" Tzeentch Choose a point after casting and place a Zombie model there, forming up 1. Pandaemonium 8 - HtH 3.

Curse of Years 8 18" HtH 4. Treason of Tzeentch 9 24" Each model in target enemy unit rolls a D6. Does not affect mounts or joined characters. Does not Remains in Play. May cause a Panic test. Wind of Undeath 12 - HtH 5. Place a new Spirit Host unit within 12" of the caster with wounds with Chaos armour and shield worth VPs.

Remove it without awarding equal to the wounds caused. VPs when the spell ends. Summon Undead Horde 12 - 6. On a Strength of 11 or 12 remove across any number of friendly units or characters as per Invocation of the unit from play instead, no saves. Vampires, Ethereals and non-infantry may only gain one wound per Slaanesh casting. If the target takes any casualties it may not Bestial Surge 7 6" move in its next movement phase. Hellshriek 7 18" unit or straight ahead otherwise.

Each enemy unit in range must take a Panic test. Viletide 7 24" Magic Missile 3. Devolve 9 12" the start of each player turn. Each enemy unit in range must pass a Leadership test or suffer a number of 4.

Titillating Delusions 8 24" wounds equal to how much they failed the test by, no armour saves. In their Movement phase, target enemy unit that not Immune to Psychology 3. Bray-scream 10 12" must move directly towards a designated point anywhere in their LoS. If Target friendly character may make a breath weapon attack with S3, no they move into contact with an enemy unit, they count as charging.

Ends armour saves. Traitor-Kin 10 12" HtH 5. Aura of Acquiescence 9 18" Augment Each enemy model within range that is mounted, a chariot or monster Target unit gains Fear, or if it already has it, Terror. Ecstatic Seizures 12 24" 5. Lasts until the end of the following player turn. Savage Dominion 16 - Place a new friendly Giant, Gorgon or Jabberslythe at any point on a table edge, counting as if it had returned from pursuing off the board. As long as it is in play the caster may not attack, cast or dispel spells.

If the caster dies, remove it from play. If the monster takes a wound, the caster must pass a Toughness test or also take a wound, no saves. The monster counts for its normal VP value. Daemonic Tzeentch 61 Ruin 78 1. Flickering Fire of Tzeentch 4 18" Magic Missile 1. Caster or target friendly infantry character in range may move to anywhere 2.

Glean Magic 7 - LoS 2. If a single hit is rolled the caster takes it instead. Cannot cast spells that summon new units. Howling Warpgale 7 - 4. Roll separately for each unit. Bolt of Change 12 18" Magic Missile 4.

Target unit gains Frenzy but with an additional bonus attack. Replaces 6. The unit suffers D6 wounds, no armour saves, at the end of Target enemy unit takes 2D6 S5 hits. Place a new Horror unit within 3" of each friendly turn. Lasts until the target loses a round of combat. Scorch 10 24" wounds caused. Place the small template anywhere within range. Each model under takes a Daemonic Nurgle 62 S4 Flaming hit. Causes Panic in units that take wounds from it.

Cracks Call 11 - 1. Miasma of Pestilence 3 - Draw a straight line 4D6" away from the caster. War machines and chariots must instead reduced to 1. Stream of Corruption 6 - Breath weapon attack, each model hit must pass a Toughness test or take a Plague 79 wound, no armour save.

Pit of Slime 7 24" Place the narrow end of the teardrop template next to the caster and the Target enemy unit must pass a Strength test at their lowest available S or wide end in his arc of sight.

Each model under takes a S2 hit, no armour be unable to move or shoot. If cast while in combat one enemy unit in base contact takes D6 hits 4. Rancid Visitation 8 24" Magic Missile instead. Target unit takes D6 S5 hits. Then it must pass a Toughness test at their 2. Repeat until it passes. Target unit gains Poisoned Attacks in close combat, or if it already has that, it 5.

Bear in mind there is aura version making your entire army that tougher. Plague Wind forces toughness tests on its victims and inflicts armour-ignoring wounds on those that fail. Get in close and fire it off into a horde for maximum carnage, but Plague Wind is overshadowed by the utility of the rest of the lore. While Nurgle hands out buffs to your own units, Slaanesh is handing out nerfs to the enemy, putting it in direct competition with the Lore of Shadow, the other option for Slaanesh wizards.

On a 6, the casting Wizard gets a substantial buff to his combat skills for a turn. Unfortunately, all but one of the Slaanesh spells capable of causing wounds cannot be cast during combat, leaving this attribute difficult to take advantage of. Signature Spell - Lash of Slaanesh Draws a line from the caster, and anybody under that line takes a S3 hit with armour piercing. Awkward to use and unlikely to affect many models, this is a rather flimsy signature spell.

Skip it if you can. Easily stalls an impending charge, and can severely nerf enemy units in combat, as well as being easy to cast. I wish this was the signature spell. Fucks up those High Elves something rotten. If they fail, they take a wound with no armour saves. Good for attacking enemy characters and sniping unit champions, but you might wonder why WoC have this spell when they're so geared towards challenges. You can also use it to ping off that final wound from an evasive flying bastard.

Hysterical Frenzy Like Curse of the Leper, Hysterical Frenzy can be cast on your unit or an enemy unit, granting Frenzy and a small amount of hits at the end of each magic phase. Hysterical Frenzy stacks with existing Frenzy too, so cast it on some Khorne warriors with halberds and go to town.

So why would you want to give Frenzy to an enemy unit? Firstly, it can force a unit into charging you, great for pulling in units of shooting guys that would rather stay out of combat.

Secondly, having Frenzy stops you from using the parry save granted by shields, which can assist you in cutting down any annoying shield users. Cast it on a war machine crew for Maximum Fun. Thirdly, D6 S3 hits might not sound like much, but they will cause trouble for small flimsy units like the average fast cavalry or skirmisher unit.

Note that because the hits are not melee attacks, they will roll to wound against a War Machine's Toughness, not the Toughness of its crew. The caster's victims are engulfed by a torrent of unreasoning emotions, causing them to claw at themselves The attacks are resolved as melee attacks not missile attacks. Fluff does not equal rules. It's a spell inflicting damage, and follows the normal rules for such. As an aside, the wounds this spell causes happen at the end of the caster's magic phase and not when the spell is cast, so the jury is still out if Hysterical Frenzy counts it does not count towards the Lore Attribute.

The target takes a few hits, then has to pass a LD test or take some more. Catch a unit of zombies or other undead away from their general and laugh as he loses that meatblock until he manages a roll of double ones. Phantasmagoria Essentially inflicts a unit with the opposite of the Cold Blooded rule. They roll an extra D6 when taking LD tests, discarding the lowest dice.

Very helpful at breaking enemy units, this spell can be boosted so it hits all enemy units within a certain distance of the caster. As the Lore of Slaanesh is Leadership based, consider using this spell first to get the most out of your spells. Actual Cold-Blooded units aka Lizardmen will be rolling 4D6 for their LD tests, and discarding both the highest dice and the lowest dice if they're affected by this spell.

Cacophonic Choir Holy shit this is powerful. A hex spell, the Choir can cause quite a lot of damage even when the caster is in combat. Can often finish a game by itself and will totally cripple units hit by it. Get it on a Prince, fly him in there, and start yelling. This makes them easy for beginners, but also very predictable. Always remember that your opponent is likely to want avoid fighting you up close if they can.

Advanced opponents will set you up to be flanked and outnumbered once combat begins, which is generally the only way they can beat you. Be prepared and try to outmaneuver them to begin with! Also, try to fight your enemies in confined spaces so they can't flank you.

When deploying, form up your units accordingly, don't be a lazy bastard and leave those magnetised warriors on your 5x4 base if you know they can hold a 6x3 gap without being flanked. They will dish out the pain, you'll be happy, they'll be happy, and Khorne will be happy. Choose your upgrades and equip with care: As said in the introduction, WoC tend to be outnumbered, and this is NOT a tendency you should encourage.

In games under pts, marks are rarely effective, you should have one unit of marked Warriors max generally your offensive unit, though this is not always the case against the most dakka armies, which you can break even if you build your units defensively.

Be very careful about one thing: All Chaos Models are mounted on, at the smallest, the bigger 25mm Infantry base. While this doesn't seem like TOO much of an issue at first, it can lead to problems very quickly. You're very easy to trip up on terrain, model heavy armies tend to be hard to maneuver, you can wind up double charged, or charging against more units than you intended, etc. Games can be won or lost in the movement phase, especially in fantasy, think about how you move your army.

Shooting is always a problem for Warriors so once again, get up in their face as soon as possible to minimize casualties. A fast list with chariots, skullcrushers, knights, etc.

We dare you to succeed in killing this fucker. He will tank them like a boss. Plus he can dish out a heroic amount of punishment in his own right, with 5 S7 poisoned attacks, forcing opponents to re-roll ward saves, for pts total.

Seriously, I've had this guy take down two tooled up combat princes on star dragons in challenges one after another His dragon died after the first prince, so he had to KO both the second prince and his dragon solo.

You can still make him a BSB to make him even more useful. Non-magic weapon: optional. A great BSB to stick around your more mobile units with poor leadership Chimeras and can also help your Skullcrushers control their frenzy. Since he's going to be out by himself anyway, it's better to just forsake weapons to make him more survivable or otherwise give him a flail since he shouldn't be in a combat he can't break in 1 round.

Buff Train : Useful when playing against other offensive armies who will want to get in your face Brets, other WoC, and sometimes Dark Elves if your opponent roles melee heavy.

Park him behind a line of 3 blocks of Chaos Warriors and maybe a unit of Nurgle Chosen , with all unit champions within the range of the Warshrine's buff spell. Hold position and let the enemy come to you, before they hit, however, use the sorcerer and warshrine to buff champions and units to the stratosphere. Works well if you manage to not get flanked, and only works against aggressive players who you KNOW aren't going to field ANYTHING shooty well even if they do field anything shooty and your going to be waiting for them to come to you anyway you may as well invest in a Hellcannon or two, it would probably be a great investment for this build.

Beware of flying units and monsters. Add Magic Levels with Lore of Death.



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