A new Battletome is coming for the Beats of Chaos and Games Workshop is previewing some of the exciting and deadly new abilities for the faction and several of the units therein.
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A Beastherd is a truly pernicious infestation, dangerous to ignore, yet difficult in the extreme to eradicate. Beast lords lead their forces in brazen raids, spurning civilized society and dragging captives back to their abominable lairs to be sacrificed in bloody ceremonies. Adept at concealed movement and combat in the wild, an entire beastherd can lay in wait to spring an inescapable trap on unwary foes.
The Beastherd Ambush ability allows every Beats of Chaos unit to start the game in reserve, rather than deployed on the board. EVERY SINGLE ONE! Units waiting in Beastherd Ambush can reveal themselves in your first or second movement phase and receive a charge bonus on top of that already provided by musicians. But a Beastlord utilizing this ability must be careful. Units that are not deployed by the player’s third movement phase are destroyed. Ambushing units must be placed wholly within 9” of the board edge AND not within 9” of any enemy, allowing a fast moving enemy to deny deployment space to ambushers.
Gor Stampede rewards a Beastlord that brings as many of his followers as possible to the battle. A Gor herd that charges an outnumbered enemy unit will shock them into striking last on a roll of 3+. And do not forget the Beastlord’s reworked Hatred of Heroes rule, giving +1 to hit and wound rolls for melee attacks by all friendly units wholly within 12” of him if he is within 3” of an enemy hero. A Beastlord charging out of cover at the head of a furious beastherd will be a sight to freeze the blood of many a champion.
Slaangor Fiendbloods have had a makeover, something they do frequently between battles, it seems, and now enter the fray with an extra attack, Damage 2 on their mutated claws. Furthermore, their Obsessive Violence trait now allows them to strike a second time in combat, once per game, though the extreme outpouring of fury is physically exhausting and they strike last with this second attack.
Ungor Raiders get a boost with the Hidden Volley trait, allowing them to wait in ambush and fire a volley without revealing themselves. This can be done once per game for each unit, so they are not able to shoot in the second movement phase if they did so in the first and remained in ambush. However, since the hidden volley happens at the beginning of the movement phase they can shoot and then deploy, allowing them to shoot again in the following shooting phase, making the beastly ambush that much more effective!
And that’s it for the preview! The new Battletome and miniatures will be up for pre-order in a week. Keep your eyes on the store and prepare for chaos and carnage!
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