If you blinked you may have missed it, but today we take a look at all the new Warscroll rules and changes from Broken Realms: Be’lakor!
The Broken Realms: Be’lakor warscrolls rules changed up some things we were used to in Age of Sigmar- let’s take a look at those changes!
Broken Realms: Be’lakor Warscrolls AoS Rules Review
Starting with the man, the myth, the legend himself Be’lakor
Be’lakor: Move (Damage table 14 down to 6)(fly), Save 4+ (ignores rend), Bravery 10, 14 Wounds.
He has 3 melee attacks, the first is a Blade of Shadows: Range 2”, Attacks (Damage Table 8 down to 4), Hitting and Wounding on a 3+, with -2 Rend for 2 Damage. The second attack is his Fell Claw: Range: 1”, 1 Attack, Hitting and Wounding on a 3+, with -1 Rend, for 2 Damage. Spearing Tail: Range 3”, 1 Attack, Hitting on a 2+, Wounding (Damage Table 1+ up to 5+), with -3 Rend, for 2 Damage.
He has a once per battle ability where you can pick 1 enemy unit on the table and roll a dice, on a 3+ that unit can’t do anything this turn. He is a Wizard, and his unique spell is Enfeebling Foe: Casting Value 6, Range 18”, 1 enemy unit subtracts 1 from wound rolls made with melee weapons. Finally, if a unit fails a battleshock test within 12” of him he heals D3 wounds.
Legion of the First Prince
He comes with a Legion of the First Prince that gives the following abilities:
- If Be’lakor is within 18” of a Bloodletter, Tzeentch Horror, Plaguebeaer, or Daemonette unit he can re-roll hit rolls.
- Be’lakor can move wounds onto a friendly a Bloodletter, Tzeentch Horror, Plaguebeaer, or Daemonette unit within 9” of him.
- If Be’lakor is your general and on the battlefield roll a dice for every Bloodletter, Tzeentch Horror, Plaguebeaer, or Daemonette unit and on 3+ return D3 models to it. (horrors only get 1)
- All models have a 6+ shrug against the first wound or mortal wound they take for the turn
- You can summon in a unit of 10 Bloodletters, 5 Tzeentch Horrors, 10 Plaguebeaers, or 10 Daemonettes at the end of your movement phase by getting a 10+ on 3D6. Doubles cause the hero to take a mortal wound.
- Unique spells, artifacts, and command abilities.
Be’lakor is 380 points, the model is super cool, and he can dish out some damage, but…. He just isn’t worth it in any sort of army that is not the Legion of the First Prince. I don’t really see much use for him in any of the dedicated god’s books as he doesn’t really support anyone around him. Still model is super awesome.
Nighthaunts
Let’s dig 6 feet under now and look at the updated spooky bed sheets (Nighthaunts)
Dreadscythe Harridans: Move 8” (fly), 4+ Save (ignores rend), 10 Bravery, 1 Wound
Has a single melee attack: Range 1”, 3 Attacks, Hitting on a 4+, Wounding on a 3+, with -1 Rend, for 1 Damage. 1 in 5 models is considered a crone and gains an additional attack. Subtract 1 from hit rolls made by enemy models within 3” that have bravery 7 or less. Hit Rolls of 6 score 2 hits instead of 1.
Krulghast Cruciator: Move 6” (fly), Save 4+ (Ignore rend), 10 Bravery, 6 Wounds.
Has a missile weapon: Range 12”, 4 Attacks, Hitting and Wounding on a 3+, with -2 Rend, for 1 Damage. Then a melee attack: Range 1”, 4 Attacks, Hitting and Wounding on a 3+, with -1 Rend, for 1 Damage. If his missile weapon deals any wounds that are not negated his deathless minion aura becomes a 5+ save instead of 6+.
The Sorrowmourn Choir Battalion: Consists of Lady Olynder, 1 Dreadscythe Harridan unit, and 2 Myrmourn Banshee units. Lady Olynder gets a 2+ shrug to be able to send the wound or mortal wound to any unit within 3” of her. Lady Olynder is the general in addition to the general you choose.
Emerald Host
The Emerald Host comes with the following abilities:
- 1 enemy hero subtracts 1 from saving rolls for the entire battle.
- Add 1 to Attacks to the attacks of Hexwraiths.
- Your general gets a 2+ shrug to shift any wounds or mortal wounds to Hexwraiths
- Unique command ability and artifact
Reikenor’s Command comes with the following abilities:
- Re-roll failed hit rolls for Chainrasp horde or stalkers if they are wholly within 15” of spirit torment of chainghasts.
- Add D6 returned models to Chainghast horde when that unit is affected by spectral lure or temporal translocation.
- Reikenor is considered a general in addition to whatever you choose to be a general.
- Unique Command ability and artifact
Krulghast Cruciator is 120 points, Dreadscythe Harridans are 90 points for 5 with a max unit of 20 costing 320 points, and the Sorrowmourn Choir is 120 points. I have always liked the Dreadscyth Harridans, and I like that they have gotten slightly better though the point jump is unjustified in my opinion.
I also like the idea of the Cruciator being the buffing hero to make your Chainrasps more survivable. Finally, the Sorrowmourn Choir makes me think if you take the with Reikenor’s command you will have 3 generals on the battlefield which is very intriguing.
Kharadron Overlords
Kharadron Overlords have a variety of new triumphs you can choose to take, but there is also a battalion.
Drongon’s Aether Runners: Consists of 1 Endrinmaster with Dirigible Suit, 2 Endrinriggers or Skywardens. Must have the Barak-Zilfin keyword. Add 3” to the movement of all units in this battalion. Start of movement phase pick 1 Skyvessel within 3” a unit and add 3” to their movement.
Coming in at 120 points I am not sure why you would take it in an army that can already fly around the board at will. I do not see much use for this battalion at all.
Seraphon
Seraphon got some bound endless spells and a new battalion, which I am not going to cover the bound spells as they do the same thing except only Seraphon can move them.
Celestial Stampede: Consists of 1 Stegadon with Skink Chief, 1 Engine of the Gods or Stegadon, and 1 Bastiladon. The Skink Chief gets a command ability even if he is not your general. Once per battle at the start of your shooting phase you can use the Lace of Cosmic Power ability: Do not make Cosmic Engine rolls or Trove of the Old One Technology.
Instead, pick 1 enemy unit within 24” of the skink chief and roll 2 dice for each Bastiladon armed with Solar Engine within 24” of the enemy unit. For each 2+ that enemy unit suffers D3 mortal wounds.
Costing 140 points it’s a cool idea to have a concentrated laser lance battalion but it’s only one Bastiladon so at best you’re doing 2D3 mortal wounds to 1 enemy once per battle. Not exactly worth 140 points.
Tzeentch
Tzeentch gets a new battalion in the form of Atra’zan’s Blazing Cavalcade: Consists of 1 Fateskimmer, 1-3 horrors of Tzeentch units no more than a combined count of 30 models. All units must have the Eternal Conflagration keyword. Add 1 to attacks of melee weapons from this unit if they charge, and the Fateskimmer knows the firestorm spell in addition to his other spells and adds 2 to the casting rolls of it.
Costing 150 points for this is just not worth it, especially as it is a battalion that consists of shooting units but this helps them in melee. The Firestorm with a +2 to cast is sweet but certainly not worth the 150 points it costs.
Fyreslayers
Fyreslayers units were also updated in this go around.
Doomseeker: Move 4”, 4+ Save, 8 Bravery, 5 Wounds.
He has one missile weapon: Range 8”, 1 Attack, Hitting and Wounding on a 4+, with -1 Rend, for 1 Damage. Then two melee weapons the first being his axe: Range 1”, 3 Attacks, Hitting and Wounding on a 3+, with -1 Rend, for 1 Damage. His other attack is a war iron: Range 1”, 3 Attacks, Hitting and Wounding on 3+, for 1 Damage. Pick 1 unit at the start of the first battle round, this unit can pile in and attack twice against that unit, and can pile in attack if he is within 3” and is slain. Add 1 to his Damage of melee weapons if he has 1 wound, 2 to its Damage if it has 2 or more wounds.
Grimwrath Berzerker: Move 4”, Save 4”, Bravery 9, 6 Wounds.
They have a missile attack: Range 8”, 1 Attack, Hitting and Wounding on a 4+, with -1 Rend, for 1 Damage. Then a melee great axe attack: Range 1”, 4 Attacks, Hitting and Wounding on a 3+, with -2 Rend, for 2 Damage. Can fight a second time at end of combat phase on a 2+, and can pile in and attack when slain.
At the start of the battleround pick one of the following: Add 1 to hit and wound rolls against a priest, a hero can shrug wounds to this model and add 1 to hit rolls of this model, run and charge in the same turn, add 1 to hit and wound rolls while within 12” of the unit, gain a 6+ shrug, or hit rolls of 6 deal a mortal wound along with normal damage.
The Doomseeker is clocking in at 90 points and the Berserker is 110 points and I could see either one being used in any Fyreslayer army. They are both solid stand-alone hero characters that could dish out some damage on their own, while not breaking the bank to field them.
Lord-Celestant Gardus Steel Soul
Finally, we have a warscroll for Lord-Celestant Gardus Steel Soul.
Gardus Steel Soul: Move 6”, 4+ Save, 10 Bravery, 5 Wounds.
He has two melee weapons, the first is his Runeblade: Range 1”, 4 Attacks, Hitting and Wounding on a 3+, with a -1 Rend, for 1 Damage. His other melee attack is a Warhammer: Range 1”, 2 Attacks, Hitting on a 4+, Wounding on a 3+, for 1 Damage. He has a 5+ shrug and grants any other Hallowed Knight models wholly within 12” a 6+ shrug.
When this model is slain roll a dice on a D6 on a 2+ this model can pile in and attack before it’s removed from play.
Once per battle at the start of the charge phase you can declare that Hallowed Knight heroes within 12” can re-roll charge rolls, and add 1 to attacks for melee weapons. In the shooting phase pick 1 enemy unit within 16” and roll a D6 for every 4+ that unit takes a mortal wound.
Finally, his command ability is usable at the start of the combat phase and is usable if he is within 3” of enemy units. All friendly units wholly within 12” add 1 to hit rolls in the combat phase.
Coming in at 110 Points I was expecting a little bit more from this Lord Celestant than what he does. Hallowed Knights are a really cool faction, and he is certainly a very well-known character in the fiction, so it’s disappointing that he doesn’t have the stats and abilities to match that. Though for a narrative game this is a solid model and warscroll.
Overall, this Broken Realms Be’lakor is great from a lore standpoint, but as far as the warscroll and battalions rules, I think it is lacking. But these new models are all super cool so if you are following the rule of cool, you can’t go wrong with them.
What do you think of all the new Broken Realms: Be’lakor Rules?
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