Age of Sigmar/Tactics/Old/Chaos/Monsters of Chaos

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These are the rules for Monsters Of Chaos prior to the release of the Beasts Of Chaos Battletome, and as such are no longer matched play valid.

Summary[edit]

This is an Ally faction, thus so far it lacks any Leaders or battleline. What it does provide is some fast Beast and large monster to round out other armies.

Warscrolls[edit]

Troops[edit]

  • Centigors: A cheap fast cavalry unit that can Run and Charge. Thier bravery changes each Battleshock test ranging from a 4 to a 9. Their good to at moving across the board, harassing, tieing down or grab an objective. Other than that, they are unlikely out damage proper melee units.
  • Chaos Warhounds: They're warhounds. Each is just as durable and twice as powerful in combat as a Marauder but without any of the buffs and an awful Bravery of 4. They're pretty fast, though, so that's good.
  • Harpies: Just awful. Even Nurgle avoids them like the plague. A miserable stat line with a single special rule of questionable effectiveness due to its massive lack of reliability. All of this is compounded when you see that Furies are a thing. Furies, with the exception of a 12" movement, do everything better because even the stats that the two share can be boosted through dedication to a dark God, something that Harpies can't do. Oh, and Furies are cheaper to boot.
  • Razorgors: A cheap beast that you would somewhat play like a Cairn Wraith. it has 4 wounds, 10" move and 4 above average attacks on the charge. Razorgors look threating glancing at the warscroll, Making them good Distraction Carnifexes. They are as cheap to field as large units.

Behemoths[edit]

  • Chimera: Very fragile, but very fast and extremely damaging, with four weapon profiles in melee after a flame breath. The flame breath is D6 MORTAL wounds at full health. That's the equivalent of 'point-click-die' to any lone heroes if your opponent is stupid enough to allow this beast to go unmolested long enough to get close to his lines. As well as that, it has a number of different weapon profiles. The leonine head is 2 attacks, 4+/3+ with a -1 rend and D6 damage at full health, this alone is pretty brutal. The avian head is also 2 attacks, except with a 3+/4+ and (at full health) -3 rend, D3 damage, the dragon head is basically a middle ground between the other two; 2 attacks with a 4/4+, -1 rend and 2 damage. Also has 4 meh attacks with no rend from claws and tail. All in all, this has the potential to be an absolute beast and can very easily maul a lot of things in one turn of combat. The problem is ensuring it gets there as it's 5 up save won't do a huge amount to block any artillery fire that may very well aim at it unless you have deadlier choices. A good tactic is to get it a Re-roll saves of 1 and then send it up the flank to any priority targets. D6 mortal wounds can get slapped on in advance and then charge it in to finish it off if it's still moving. It also gets +2 to charge rolls so this makes doing so a little easier.
  • Cockatrice: It's a cheap flying monster with a low Wound count of 8. However, because of this low Wound stat, it doesn't lose effectiveness as it gets damaged. It's Petrifying Gaze has you pick a unit in range (10"), roll a D6. At 4+, the enemy unit suffers D6 Mortal Wounds. Aside from that, the Cockatrice is okay, not devastating, but nothing you want to see charging your squishy units.
  • CHAOS GARGANT: For 170pt. he can instant kill a model before attacking if you roll on a D6 a number that is double or more than that model's wounds. When you roll a double on a charge (or when he dies) you and your opponent throw a dice to decide the direction he will fall and every unit that would be squished by putting the model on its side suffers D3 mortal wounds. If he is dead he just dies, if he was charging he just rises up again and doesn't charge.
  • Chaos Siege Giant: He's a giant somewhat worse. his hand weapon is slightly better than that of his average counterpart, but his second weapon is somewhat worse. In exchange, though, he has a 4+ save that can be re-rolled in shooting and that's really all that's better about him (well, it's a lot, if you think about it).
  • 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.
  • CURS’D ETTIN: A two-headed monstrosity. Its fists can do plenty of damage and heal if it kills something, has plenty of stomp attacks. it has an attack similar to Banshees that affect every enemy unit within 3" and deals D3 Mortal wounds if you beat its leadership on a 2d6. it also has an ability to kill a single model with less than 3 wounds on a 6+ giving you the of a chance to kill a pesky leader, Special weapon or Musician.
  • 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.
  • Mutalith Vortex Beast: You can do much, much worse than to stick one of these in your army. This thing has the works: High Wound count, good Move characteristic, 4+ save, Auto-Regen of D3 Wounds per friendly Hero Phase, a whole bunch of attacks, some of them pretty good, and one of the few random special rules that can never turn on you. Basically, you pick an enemy unit within 15", roll a D6 and consult a chart. The effects range from lowering enemy Bravery or Movement permanently by 1 to inflicting D6 Mortal Wounds and spawning a Chaos Sp--- you know, for every model that died from that. It isn't as outright killy as some other monsters, but it's great as an all-around useful unit.
  • PREYTON: a fast cheap monster that can outflank and its charge can inflict mortal wounds in addition to its Weapons on 6s. When placed in flanking, it will arrive on a board edge during the hero phase, Protecting him If the opponent takes the first turn.
  • Slaughterbrute: This thing wreaks absolute havoc in combat. High Move, devastating attacks and a good save of 4+. It also has the trick of binding it to one of your Slave to Darkness heroes. As long as that Hero survives, the Brute hits on 3+ instead of the normal 4+. If he's killed or if you didn't pick one, however, the Brute will cause the nearest unit (friend or foe) within 3" D3 Mortal Wounds in each Charge Phase.

Allies with[edit]

Links[edit]