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==={{color|midnightblue|Grand Host of Nagash}}=== *This is Nagash's Legion/new overall Death force and it can include any units in the battletome. If it includes Nagash he must be the general (no shit). <div class="mw-collapsible-content"> '''{{color|midnightblue|Bonuses}}''' *This is the only Allegiance that can actually have Nagash in a list, besides Death. *'''Chosen Guardians:''' Morghast units get +1 attack! Very scary given their damage output. (This is one more reason why Halberds outmatch Swords in almost every scenario) *'''Legions Innumerable:''' Roll a die for each {{AOSKeyword|SUMMONABLE}} unit, on a 5+, heal d3 wounds to it or if the unit only has 1 wound models, return d3 models to it. Handy to have, remember this all happens in your hero phase so choose the order in which you heal things carefully. For example, if you use this first you can return those models in a way that puts the unit in range of a hero for more resurrection. *'''Additional Battleline:''' **Grave Guard **Morghasts (When Nagash is General) {{color|red|No longer ''Battleline'', since newer warscroll/pitched battle profile in Ossiarch Bonereaper Battletome!}} '''{{color|midnightblue|Command Traits}}''' *'''Master of Death''': Re-roll results of 1 (i.e. rolls of 1-2 on a D3) for friendly units affected by a Deathly Invocation that are within 12" of this general. At first glance, this seems meh, but it doesn't just affect the general's rolls. So long as the summonable unit is within 12" of the general, ''any'' Deathly Invocation will get that re-roll. If you bunch your heroes and summonable units together you can expect to replenish a huge amount of wounds/models per turn. *'''Chosen Champion''': Add 1 to the Damage characteristic of melee weapon used by this general for attacks made against enemy {{AOSKeyword|HEROES}}. Has it's uses, unfortunately, you'll be stuck hunting down heroes to gain that extra damage. Don't try to use this to buff up damage caused by Mortal Wounds since they don't use the normal attack sequence (or the Damage characteristic for the melee weapons). This is really only useful on melee heroes that hunt opposing heroes and don't rely on mortal wounds, so pretty much sucks outside of that particular use case. *'''Bane of he Living''': Re-roll wound rolls of 1 for this general for attacks made against enemy units that do not have the {{AOSKeyword|DEATH}} keyword. Pretty good against Order, Chaos and Destruction to make your general more killy. Useless against opposing Death armies. *'''Aura of Ages''': At the start of the combat phase, roll a dice for each enemy unit with 3" of this general. On a 4+ subtract 1 from hit rolls made for that unit until the end of the combat phase. If your general is looking to get into the thick of things then this is pretty dang useful at keeping him alive. Situational with backfield generals but a decent pick all the same. *'''Ancient Strategist''': Re-roll failed charge rolls for friendly {{AOSKeyword|DEATHRATTLE}} and {{AOSKeyword|MORGHAST}} units within 9" of this general. Re-rolls are always great to ensure your army gets to where it needs to be. A good pick for Deathrattle armies. *'''Lord of Nagashizzar''': Add 1 to the Attacks characteristic of melee weapons used by friendly {{AOSKeyword|DEATHRATTLE}} units within 6" of this general. If your playing a predominately Deathrattle army (which you should be if your playing Grand Host of Nagash) then this is amazeballs. If you're not, it's really bad. This is more or less the main reason to even run as Grand Host. '''{{color|midnightblue|Artefacts of Nagash}}''' *'''Deathforced Chain:''' At the start of your hero phase, the bearer heals 1 wound that has been allocated to it. *'''Balefire Lantern:''' Subtract 1 from wound rolls for enemy units within 6" of the bearer. In addition, re-roll successful casting rolls for enemy {{AOSKeyword|WIZARDS}} within 6" of the bearer. Unfortunately due to the meta now being, "Unmodified Wound Rolls of 6" this isn't that effective, and you have to be within 6'' to take effect. However with all the debuffs LoN has, adding an additional -1 wound is nice. This would work best on a Vampire Lord on Zombie Dragon or a Necromancer that has a screen of skeletons protecting it. Probably your best pick, tied with Terrorgheist Mantle. *'''Grave-sand Timeglass:''' While the bearer is on the battlefield, once per battle, in your hero phase, you can pick an enemy {{AOSKeyword|HERO}} on the battlefield. The enemy hero suffers d3 mortal wounds. At the start of each of your subsequent hero phases, roll a dice. On a 4+ the enemy hero suffers 1 mortal wound. You'll always crack this during your first hero phase. It's good for sniping backline heroes but do not expect it to kill anything. **This is what you take if your opponent has a bloodsecrator *'''Ossific Diadem:''' Any time a friendly {{AOSKeyword|DEATHRATTLE}} model within 12" of the wearer takes a wound or a mortal wound, roll a dice. On a 6+ the wound or mortal wound is ignored. Unfortunately in the latest addition ignore wound effects no longer stack, so this artifact is 100% pointless as you already have a 6+ ignore wound in your allegiance abilities. *'''Amethyst Shard:''' Once per battle, in your hero phase, you can declare that the bearer will merge the shard with one of their melee weapons. Pick one of the bearer's melee weapons. Until your next hero phase, add 1 to hit and wound rolls made for that weapon. Really meh considering it's once per battle. *'''Terrorgheist Mantle:''' In your shooting phase, you can declare that the bearer will unleash a death shriek. Pick an enemy unit within 10" of the bearer and roll 2 dice. If the total is higher than the enemy unit's Bravery, it suffers a number of mortal wounds equal to the difference. While not the best artifact, this is probably your best option. It's just free damage and none of the other artifacts provide anything useful, except maybe the Balefire Lantern. '''{{color|midnightblue|The First Cohort Battalion}}''' (160pts, Min: , Max:) ''Nagash, a unit of Morghasts, and 3 or more combinations of Skeleton Warriors, Grave Guard and/or Black Knights'' *Essentially further rules to augment Nagash, just in case you thought he didn't have enough. *'''Ceaseless Vigil:''' Each time a wound or mortal wound is allocated to Nagash, you may allocate it to a Morghast in this battalion on a 3+ so long as they're within 3" of him. Pretty decent to helping Nagash stay alive which, considering his stats and reputation, he's going to be taking a lot of damage. *'''Eternal Servitude:''' Nagash's Deathly Invocation automatically rolls a 3 on his D3 dice. Totally useless since his warscroll was updated along with the Ossiarch Bonereapers battletome. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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