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==Army Rules== ===<span style="color:purple;">Battle Traits</span>=== *'''Deathless Thralls:''' Same thing as death grand alliance, it allows you to ignore wounds on a 6+ if the wounded unit is within 6" of a '''SOULBLIGHT HERO'''. *'''The Bloodlines:''' Now this is some sweet fluffy stuff. The old bloodlines are back and with a vendetta, a juicy bloodraining vendetta. You can select one of those for all your army and that is it, free buff for every model with the '''SOULBLIGHT''' keyword, and it still applies even if the general is slain! You may notice that some look fairly better than others: **''Dragon Warriors:'' The old Blood Dragons bloodline, this allows your units to reroll 1's to hit on the turn they charge. Pretty nice since the general aggressive style of the army though it would be better if you found a way to retreat and charge in the same turn. **''Lords of the Night:'' These are the Von Carsteins. The bloodline allows your units to benefit from deathless thralls even if they are not within a '''SOULBLIGHT HERO'''. It is an okay buff if you don't have many characters, but it's outshone by every other choice here. **''Swift Death:'' The old Lamia bloodline. OH BOY, this is nice. Gives your guys a +2" on movement plus the ability to move as if they can fly. I don't have to tell you how scary flying blood knights are. Unfortunately it has the same issue as Dragon Warriors, as soon as you get stuck in it stops helping you. **''Necromantic:'' The old Nechrarcs. Allows you to add 1 to casting and unbinding rolls for '''WIZARDS''' and give a -1 bravery to enemy units within 6" of one of your units. Can be combined with the Ruby Vial you can get a -2 bravery which is not bad at all. Unless you've got a good game plan in mind this should be your go-to choice for your army. ===<span style="color:purple;">Command Traits</span>=== *'''Curse of the Revenant:''' Add 1 to the wound characteristic of your general. Pretty straightforward and not too bad but there are better choices. *'''Dread Knight:''' The general re-rolls 1's to hit against an enemy '''HERO''' in the combat phase. This would have been cool if it affected the mount too, as it is it's not great. *'''Transfix:''' Now we're talking. One enemy '''HERO''' per phase within 3" have to subtract 1 from his hit rolls that target the general. A nice duelist tool. *'''Mist Form:''' This is great. If the general retreats from a fight, he can do it as he could fly and then he can charge. Really awesome if you get in a sticky situation, want to charge a unit behind the enemy lines or just want to keep getting the lance bonus if you've sat the general on a dragon. *'''Killing Blow:''' Good old extra mortal wound on a 6+ roll to wound. Goes along great with the Saccharine Goblet for having mortal wounds on a 5+. *'''Blood Fury:''' Add 1 to the attacks of every melee weapon of the general, which translates to add one attack to the only weapon of the general (usually). Only good if you give it to a Vampire Queen on Coven Throne as it gives you a second Blood Kiss attack (and hopefully this will let you turn an enemy into a Vampire Lord) but don't count on it, as it's still just a minor buff. ===<span style="color:purple;">Soulblight Artefacts</span>=== *'''The Slaking Blade:''' Choose a melee weapon. When it has dealt at least 6 wounds the model heals D3 wounds and the weapon get a permanent +1 damage. Cool and simple, you're going to get that bonus fast (since unless you're using a Vampire Queen, all of the weapons you can choose deal 2, 3 or D3 wounds) however it's not the best choice here. *'''The Scabbing Plate:''' If the general deal at least a wound in the combat phase he heals a wound. Since our heroes are quite slashy, that should not be too hard to do, but overall it's not worth it unless it's used with a dragon. For a foot lord the Slaking Blade can heal you at about the time you'll need the Scabbing Plate and if you really need a heal fast, just use your chalice. If it's on a dragon however, then it can really help deal with the wounds dealt to the character since with the Hunger and Mist Form you can virtually guarantee kills (causing it to healing 2 wounds per combat phase) and with the size of the model (and their reputation) you can guarantee it's going to need the heals sooner or later to keep its stats up. *'''Crimson Wing:''' It is an angry bat. You choose an enemy unit within 30" and roll a dice. On a 3+ the bat tears out the eyes of a model, dealing one mortal wound to the unit. Not good, you've got Mist Form and regular (so to speak) bats if you really want to close in on mages, let alone the fact that you've got nothing to combo the bat familiar with. *'''Sigil of the Sanguine Throne:''' Now this is a nice piece of awesome. Once per charge phase it allows a '''VAMPIRE''' unit within 12" of the bearer to re-roll a failed charge. Good in general honestly. *'''The Saccharine Goblet:''' Fantastic. Other armies have items that can only be used once per game to give half the effect this item delivers. Giving +1 to hit and to wound is great in general, but it really goes above and beyond when combined with Killing Blow or Blood Fury on a Vampire Queen. The Queen's kiss becomes a lot more effective (going from 1 attack with 3+ to hit and 4+ to wound, to 2 attacks with 2+ to hit and 3+ to wound) while the regular Vampire Lords now hit/wound on 2+/2+, with 5+'s dealing a Mortal Wound in addition to their normal D3 damage. Sure there's 2 downsides, the first is that it only applies to the bearer (so no boosted handmaidens/spirits/dragon) and the second is that if you're unable to allocate any wounds at all after using it, the bearer takes D3 wounds. Honestly though, if you haven't caused any wounds with it you're either (un)healthy enough you can heal with the Chalice next turn, or you're hurt so badly the enemy units would've finished you off even without the Goblet's help. Unless you've got a great plan for the other items this is a solid go-to choice. *'''Ruby Vial:''' Once per battle you can use this to give ALL enemy units a -1 to bravery and charge rolls for one turn. Use it wisely and keep in mind, it lasts for 2 combat phases. ===<span style="color:purple;">Lore of the Vampires</span>=== #'''Blade of Shyish:''' roll for each enemy unit within 12" suffer a mortal wound on a 5+. Terrible, even if you're up against an army that spams small units they usually have enough wounds in those units that this has no real effect. Pick something else. #'''Spirit Gale:''' roll three dice and inflict a mortal wound on each 5+. if you rolled doubles, subtract 1 from their hit rolls. If you roll trebles then also subtract 1 from their wound rolls until your next hero phase. Not great, but it's better than Blade of Shyish. #'''Vile Transference:''' an enemy unit 12" away takes d3 mortal wounds and then a friendly unit within 6" heals that many wounds. Pretty good both for keeping your Dragon topped up, as well as your Blood Knights (un)healthy. #'''Amethystine Pinions:''' Gives 5" and fly to the caster. This is an odd one since anyone who can take this can already choose to have wings by default. You also shouldn't really need the extra movement anyway, especially since that takes away extra protection you can give your dudes, or the extra hurt you can put on the enemy (you can only cast one spell with the user, why waste it on this one?). #'''Soulpike:''' Target a unit within 18", until your next Hero phase, if the unit charges, roll an amount of dice equal to the charge roll. For each roll of 5+ the unit suffers a Mortal Wound. Excellent, your hardest hitters need to get the charge and this helps enemy units think twice before going for a long-range charge to take away your charge advantage. #'''Amaranthine Orb:''' has a casting value of 7, draw a 1mm line that extends 12" away from the caster. Roll a dice for each unit (friend or foe, apart from the caster) that has any models beneath this line. On a 4+ that unit suffers D6 mortal wounds. Also great, pair it on a Vampire Lord that can fly (preferably not one on a dragon as that can be hard to position right) and have the line extend right down a combat cluster to rake up the enemy units hit. If you are scared of using it against yourself, then just remember that there's little to no issue using it through Bat Swarms, since they can heal all the wounds you deal to them unless you accidentally roll a 6.
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