Editing
Age of Sigmar/Tactics/Edition 1.1/Nurgle Rotbringers
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Others=== '''Lord of Plagues:''' Blessed with a bunch of Wounds, automatic regeneration of 1 Wound per Hero Phase (not specifying whose, so he heals in your opponent's Hero Phase as well) and a decent weapon. Also projects Nurgle's Rot (non-Nurgle units within 3" take D3 Mortal Wounds on a D6-roll of 6) and as a Command Ability can make another (friendly or enemy) unit within 21" project it. Generally, you take a Lord of Plagues because he is about as non-threatening as you can get. His damage output is lacking and he moves extremely slowly. This also means that, combined with his excellent survivability, he will survive most games. Generally, if you can spare the extra points, bring a Harbinger of Decay instead. '''Harbinger of Decay:''' Pretty damn killy and with a one-use ability that can cause extra Mortal Wounds. However, despite the mount, his Movement is stuck at 7". He makes up for that with his Command Ability, though, since he projects basically 40k's Feel No Pain to all Mortal Nurgle units within 7". Makes tough Nurgle bullshit even tougher, which is excellent for keeping your Blightkings alive that much longer. Another thing to consider: Thanks to his Mount, he has the DAEMON keyword. His mount lets makes him a useful utility hero as he can move relatively quickly to shore up Mortal Nurgle units with his command ability, while also letting him trigger Daemons' Locus abilities, as those only need a '''NURGLE DAEMON HERO''' to trigger. Let him run after your Plague Drones, which he can keep up with, and suddenly your Fly Riders deal a bunch of Mortal Wounds in addition to their normal damage. '''Rotbringers Sorcerer:''' Pass. Even worse than the normal Sorcerer Lord in melee (which is saying something) and he gives away the awesome Oracular Visions rule for... the ability to heal/gain a Wound on 4+ after successfully casting a spell. Yeah. His unique spell is also awful, being basically a harder-to-cast, shorter ranged Arcane Bolt with a more consistent damage output. However β if you are playing in a game which allows the classic free PDF warscrolls go check out the "Nurgle Chaos Sorcerer" this mini is based on. Now you get all his abilities with one major exception: Your 3 mortal wounds spell doesn't have any range limit as it's based on sight only. Yes β you read this right: Stand at the very back on your side of the battlefield and kill those pesky artillery crew on the far end of the table on a roll of 6. Still, most of the time, you're better served with the support that a Nurgle-marked Chaos Sorcerer Lord from the Slaves to Darkness can dish out.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information