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==={{color|darkslateblue|Death}}=== This is for the player who wants the game to be on hard mode. Want to play with Ghouls, all the ghosts, Tomb Kings, and Bonereapers all in one army. Want to play Legions of Nagash, but without any of the bonuses that make them good, or do you want to play Grand Alliance: Death armies but without anything that prevented them from being shit? Then look no further! If you're interested in winning, however, pick literally any other Allegiance Ability. You are allowed to take any death unit. <div class="mw-collapsible-content"> '''{{color|darkslateblue|Bonuses}}''' *'''Deathless Minions:''' Roll a D6 when wounds are allocated so long as the unit they're being allocated to is within 6" of a hero, ignoring wounds or mortal wounds on a roll of 6+. This is not going to help all that often but it's a free benefit (and literally your only benefit, no gravesites or sweet command ability for you) so you might as well enjoy it. '''{{color|darkslateblue|Command Traits}}''' *'''Ruler of the Night:''' The general increases their Deathless Minions effect to 12". Not great, there are far better choices on here. *'''Predator of the Shadows:''' +1 to hit and wound if your general's in cover. Decent, you can fly your vampire lord into cover and get a good benefit from this or put it on a Wight King to further boost decapitating strike. The only problem will be in trying to figure out how to make the fighting take place around cover (if you're going for objectives you should look at a different trait). *'''Death Incarnate:''' Your general drops a morale bomb each Hero Phase by rolling 2 dice, and if the value equals or exceeds the Bravery of an enemy unit within 3" of the general, the unit chosen is smacked with D3 Mortal Wounds. Combat's where a lot of your leaders want to be so this one's not bad at all, even if you need to duck behind friendly units the 3" range means it can still help against mortal units. *'''Master of the Black Arts:''' Becomes a '''WIZARD''' with all that jazz and get a +1 bonus to cast/unbind if they're already a wizard. This is great and should be your go-to choice unless you've got a good gameplan for any of the others. *'''Red Fury:''' On a 5+, pile in and attack again. Okay, however, the high roll might cause it to only go off once in a game. *'''Supernatural Horror:''' The number of enemy models that flee during Battleshock within 12" of your general is doubled. This is alright, however, it isn't nearly as good as it used to be since now anyone can pay a command point to auto-pass Battleshock tests. '''{{color|darkslateblue|Death Artefacts}}''' *'''Cursed Book:''' Any model targetting you within 3" of the bearer of this artefact must subtract 1 from all hit rolls, as long as they lack the '''DEATH''' keyword. This is a good "leader" item and it stacks great with the Overwhelming Dread spell. *'''Cloak of Mists and Shadows:''' [[Heinrich Kemmler|This looks familiar...]] This can be really useful to [[Thanquol|GTFO of combat that is going badly for your hero]] or after springing a trap. The bearer vanishes and has to reappear within 12" of their original location and 3" away from enemy models, remaining where they are if that's impossible. Take note that the effect is ONLY when you should pile in, so unless you're in combat, it's useless. Also, it's only 12", so have an escape route beforehand. *'''Sword of Unholy Power:''' Hoo boy. A sure-fire summon spell is always welcome, especially in this faction because it doesn't require the bearer to be a wizard (so surprise people by giving it to a Wight King). You have almost all the '''DEATH''' range to choose, so use it when your chosen unit is going to do the most damage. *'''Black Amulet:''' Once per game, you deal mortal wounds equal to the battle round to an enemy unit within 12". This is VERY situational, if not outright bad. You can only do 5 mortal wounds at most at 12", and only that much in the last turn. While it's true that this can kill a common hero or a damaged monster in one strike if by then your victory depends on that strike you should rethink things. *'''Tomb Blade:''' Pick one of the bearer's weapons, each wound roll of 6+ heals a wound done to them or a friendly DEATH unit within 6" of the bearer. Garbage, there are better ways to heal (your vampires already have abilities/items that do this) and it'll come up too rarely and with too little benefit to matter. *'''Ring of Immortality:''' [[Vlad von Carstein|He may not have returned, but his ring has]]. When the bearer is slain but before they're removed from the field roll a D6. On a 3+ they are not slain, place them back on the field within 18" of their original position, more than 3" from enemy models and with D3 wounds healed. Good for making sure your Vampire doesn't die out of nowhere (especially since they can heal with their chalice later) and if you're lucky, you can slingshot the dead character into the enemy's backlines. '''{{color|darkslateblue|Castellans of the Crimson Keep Battalion}}''' (150pts, Min:, Max:) ''Prince Vhordrai and 3+ units of Blood Knights (aka what you'd normally get if you played Soulblight)'' *Not a soulblight battalion for whatever fucking reason. *'''The Shifting Keep:''' Pick a battlefield edge before the game starts and place the battalion to the side. Instead of being deployed normally, at the end of any movement phase they can choose to enter from this table edge, being set up within 6" of this edge and 9" away from enemy models. Keep in mind that if you do choose to use this your army will be rather lacking on the table until they show up. If you're playing an objective based game then you might want to avoid this. *'''In the Shadow of the Keep:''' Whilst within 15" of the table edge you've chosen for The Shifting Keep, you can re-roll failed hit rolls with your Blood Knights swords and lances. A great benefit with the same drawback. '''{{color|darkslateblue|Deathmarch Battalion}}''' (170pts, Min:, Max:) ''Wight King (either), a unit of Black Knights, a unit of Grave Guard and 3 units of Skeletons'' *'''Unbreaking Ranks:''' At the start of each hero phase, you can return 1 slain model to each Deathmarch unit within 9" of this battalion's Wight King. It's like you have a single gravesite, only you have to pay a battalion bonus to get it, it only brings back 1 model instead of D3, and it can be destroyed by the enemy. *'''March of the Dead:''' In your hero phase, the Wight King and all units from this detachment that are within 9" of him can make a 4" move. Solid and helps get around their (mostly) low mobility. '''{{color|darkslateblue|Arkhan's Skeleton Guard Battalion (Open Play Only)}}''' *Included in the Skeleton Horde box, requires Arkhan the Black, 1 unit of black knights and 1 unit of skeleton warriors. Not legal in matched play as it has no point costs, as with all detachment included in "Start Collecting" boxes. **'''March of the Dead:''' All units in this battalion (Including Arkhan) get to move an extra 4" in the Hero phase as long as they remain within 9" of Arkhan, but cannot run. Given Skeleton Warriors are 4" movement this effectively doubles their movement, making this a solid battalion for open play. '''{{color|darkslateblue|The Wraith Fleet}}''' *A Modification to the Death Grand Alliance and gives the following two abilities but restricts you to the following Factions: '''Soulblight, Deathmages, Deathrattle, Nighthaunt''' **'''Without Warning:''' place a single unit in reserve and if you roll a 3+ during the Movement phase, you can place it within 6" of a Board edge as their movement. **'''Nimbus of Shrieking spirit:''' When the above unit arrives, enemies within 12" subtract 1 bravery. </div></div>
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