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===Dynasties=== The fancy name for the five subfactions for Soulblight, each with a full complement of relics and command traits, and all of them have access to at least one special character. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Legion of Blood==== Regal and lethal, these schemers are the all around sub faction, though their specialty lies with the Deathrattle. <div class="mw-collapsible-content"> =====Traits===== *'''Immortal Majesty''': D3 additonal models flee if they fail a battleshock test within 3" of any {{AOSKeyword|Legion of Blood Vampire}} units. *'''Favoured Retainers''': Ignore negative modifiers to hit and wound rolls for {{AOSKeyword|Legion of Blood Deathrattle}} while wholly within 12" of {{AOSKeyword|Legion of Blood Vampire}} or 18" of the general. **Take note how both of these say '''Vampire''', not '''Vampire Hero'''. This means having your Varghiests and Blood Knights also count for these rules, so be sure to have them babysit the skellies whenever you can. Also note that if you include Neferata, due to her '''Warmaster''' trait, she also counts as the general in addition to whichever character you nominate. *'''Unparalleled Expertise''': {{AOSKeyword|Legion of Blood Vampire Lord}} gets to choose an additional trait. # '''Martial Expertise:''' +1 to attacks of Deathlances or Vampiric Swords (Vampire Lord on Zombie Dragon) or +2 to attacks of Soulbound Blades (Vampire Lord on foot). # '''Arcane Expertise:''' +1 to the first cast, dispell or unbinding roll per phase for a Vampire Lord on Zombie Dragon, or +2 for Vampire lord on Foot. ======Command Traits====== *'''Premeditated Violence''': Unmodified hit rolls of 6 are 2 hits. *'''Soul-crushing Contempt''': -1 brave within 3. Synergy with their battle trait, but probably still bad. Secondary opinion, combined with Reanimated Horrors and a bravery-debuffing endless spell like Horroghast or Suffocating Gravetide, you can quickly delete whole units of enemies with a single leadership failure. Plop this on a Wight King for the double stack. *'''Aristocracy of Blood''': 12" reroll charge aura. This is good. *'''Aura of Dark Majesty''': Subtract 1 from hit rolls targeting the general in melee. Solid choice. *'''Walking Death''': If an unmodified wound roll is a 6 for the general, that wound does mortals equal to the damage of the weapon used. Could be good on the Vengorian Lord. *'''Sanguine Blur''': +3" of pile in while wholly within 12 of the general. Doesn't let a unit fight from further away, but +3 pile in is great just in general, and who doesn't want 9" pile in zombies? ======Artifacts====== *'''Ring of Dominion''': When you fight, pick one model within 3" and roll a dice, on a 5+ you do mortals equal to the weapons damage. You can't pick any weapon that charts or has a see below rule. *'''Shadeglass Decanter''': After set up, but before first round, pick a hero. If that hero and the bearer are on the battlefield at the start of your hero phase you roll a dice. If it's equal to or greater than the current battle round, the hero takes a mortal. This is hilarious. *'''Orb of Enchantment''': Once per battle, pick one enemy hero within 3 and roll a dice. On a 3+ that hero can't fight this phase. This is random, once per game, and insanely power. None of those things make for a good artifact of power to pick. *'''Soulbound Garments''': You're wearing a player character's clothing for some reason, this gives you +1 to save rolls. Nice. *'''Oubliette Arcana''': Once per enemy hero phase, when they cast a spell and it's not unbound, you can roll a dice. On a 5+ it's unbound. Extra unbinding is always good. *'''Amulet of Screams''': Once per game when an enemy casts a spell that isn't unbound you can deal d3 mortal wound to them. Trash. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Legion of Night==== Mannfred's bloodline are tricksy, with their primary feature being outflank, with some nice command traits and artifacts to strategize around. They pick up an extra battleline in vargheists as a bonus. <div class="mw-collapsible-content"> =====Traits===== *'''The Bait''': +1 to save rolls on the first turn for {{AOSKeyword|Deathrattle}} and {{AOSKeyword|Deadwalker}} units. Since these are likely the first to move into the line of fire, you'll be needing that boost to defense. *'''Ageless Cunning''': You can set up one unit in reserve for every unit you have placed on the board and bring them in with ambush 6" from a board edge outside of 9" from enemy units at the end of your movement phase. At the start of round 4, units still in reserve are destroyed. ======Command Traits====== *'''Above Suspicion''': Deep strike the general from outflank onto the board anywhere on the battlefield at the end of your movement fase. (Outside of 9 from enemy units like normal) *'''Swift Form''': 2+ Movement. Good if you’re using the footslogger Vampire for some reason. *'''Unbending Will''': No battleshock wholly within 12 of the general. Better than it seems, as you're likely to suffer heavy casualties with zombies and skeletons, and even leadership 10 won't save you forever, but this will. *'''Merciless Hunter''': +1 to wound rolls for general in melee. *'''Unholy Impetus''': If the general slays an enemy model in close combat, all friendly units wholly within 12" get +1 attack on all their melee weapons until the end of the phase. Changed to wholly within 12 instead of 3, probably your best choice. *'''Terrifying Visage''': Subtract 1 from wound rolls against the general in melee. =====Artifacts===== * '''Vial of Pure Blood:''' Once per battle, in your hero phase, you can say that the bearer will drink from their vial of pure blood. If you do so, add 1 to hit and wound rolls for attacks made with melee weapons by the bearer until your next hero phase. * '''Shard of Night:''' Ignore the Rend characteristic of missile weapons when making save rolls for attacks that target the bearer. * '''Gem of Exsanguination:''' Once per battle, at the start of the combat phase, you can pick 1 enemy unit within 6" of the bearer and roll a dice. On a 1, nothing happens. On a 2-5, that unit suffers D3 mortal wounds. On a 6, the unit suffers D6 mortal wounds. * '''Chiropteran Cloak:''' If the unmodified hit roll for an attack made with a melee weapon that targets the bearer is 1, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved. * '''Morbheg's Claw:''' In your hero phase, you can say that the bearer will carve sigils into the ground using Morbheg’s claw. If you do so, add 2 to casting rolls for friendly {{AOSKeyword|Legion of Night Wizards}} wholly within 12" of the bearer until your next hero phase. However, the bearer cannot make a normal move, make a charge move, shoot or fight until your next hero phase. * '''Curseblade:''' After armies have been set up but before the first battle round begins, you can pick 1 enemy {{AOSKeyword|Hero}} on the battlefield. In your hero phase, if the bearer and that {{AOSKeyword|Hero}} are on the battlefield, roll a dice. On a 5+, that {{AOSKeyword|Hero}} suffers 1 mortal wound and you can heal 1 wound allocated to the bearer. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Kastelai==== Kastelai are the entourage of Prince Vhordrai in the magically teleporting crimson keep, and seem to be the replacement for the old blood dragons, and similarly lean into blood knights, who they get as battleline. <div class="mw-collapsible-content"> =====Traits===== *'''The Shifting Keep''': Kastelai Blood Knights up to half your unit count can be placed in reserve instead of on the battlefield, and be setup within 6" of any table edge and more than 9" from enemies at the end of your movement phase. The pretty standard rider of them being destroyed if not place by round four also applies. *'''Might of the Crimson Keep''': {{AOSKeyword|Vampire}} keyword units gain a characteristic bonus when they destroy units; Bloodied Strength: +1 damage to non-mount melee weapons if it was a {{AOSKeyword|Hero}}/{{AOSKeyword|Monster}}, Stolen Vitality: +1 to it's wounds if it had 3+ wounds, or Absorbed Speed: +2" to run and charge for everything else. Infinitely scaling Blood Knights could be kinda scary although suspect these are technically Keywords being added onto the Units Warscroll hence the naming of each type. =====Command Traits===== *'''Beacon of Bloodshed''': After the general charges you do d3 mortals on a 3+ to one unit. Combined with Arcane Bolt and Monstrous Rampage, a VLoZD can do 3D3 mortal wounds in the fight phase. *'''Master of Retaliation''': At the end of the combat phase if this model was wounded and not slain, you pick a unit within 1" and do d3 mortals on a 2+. Trash. *'''Power in the Blood''': If an enemy is destroyed within 6" of this model he also gets Might of the Crimson Keep even if he didn't kill them. This is bonkers, and will probably be the go to choice. *'''Rousing Commander''': Once per game at the start of combat you can give all {{AOSKeyword|Kastelai Dynasty Vampire}} units the Bloodied Strength and Stolen Vitality abilities for that phase, if they didn't already have them. This is honestly one of the strongest single turn effects in the game, and might actually get chosen. *'''Swift and Deadly''': Reroll charges while within 12" of the general. Arguably stronger than Rousing Commander overall because buffs are irrelevant if your units fail their charge rolls. Kastelai armies are based around consistent charging each turn so getting into combat is paramount. *'''A Craving for Massacre''': Run and charge on the general. Good for getting in there fast, but probably not worth it. =====Artifacts===== *'''Sword of the Red Seneschals''': If an enemy model is slain by the bearer's melee weapon, add +1 to wound roll attacks made by a friendly unit wholly within 12" of the bearer until the end of the phase. Does not affect the bearer since the buff happens after the bearer makes their attacks. *'''Bloodsaint's Shield''': Enemy Wizards within 6" of the bearer subtract -1 from casting rolls. *'''Standard of the Crimson Keep''': Missile weapons shot at the bearer subtract -1 from hit rolls. *'''Shard of Grave-Sand''': At the start of the hero phase, the bearer crushes the Shard and adds +1 to Deathless Minions rolls for friendly units wholly within 12". Once per game. *'''Fragment of the Keep''': Enemy units within 6" of the bearer subtract -1 from wound rolls. Extremely good because all of your units want to be in melee all the time and it's an AOE debuff that can affect multiple enemy units. *'''The Red Casket''': At the start of your charge phase, you can add +3 to your charge rolls. Once per game. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Avengorii==== Monstrous looking vampire-centaurs that only feed on the blood of great beasts. They get battleline zombie dragons and terrorgheist and appropriately have a heavy lean to these monsters. <div class="mw-collapsible-content"> =====Traits===== *'''Cursed Abominations''': {{AOSKeyword|Terrorgheists}} and {{AOSKeyword|Zombie Dragons}} get to have a mutation. You get 1 per army, and 1 more per battalion you take. *'''Monstrous Might''': Subtract 1 from wound rolls against your monsters in melee unless the opponent is also a monster. This should help keep your big guys alive for a little longer than normal. *'''Unstoppable Nightmares''': In the combat phase you can pick one of your monsters to fight at the top bracket. Each monster can only do this once per battle, so having a bunch of monsters is going to be good. =====Command Traits===== *'''An Eye for An Eye''': +1 damage until the end of the phase if this model is damaged. Really solid on the Vengorian Lord. *'''Master of Retaliation''': At the start of the combat phase roll a dice for every enemy unit within 3 of the general. 5+ you take a mortal wound, and can only attack this general in that phase after the general has already fought this phase. This is... weird. It protects you from attacking until you attack, so it makes you want to have him in with a unit to soak damage. *'''Unhinged Rampager''': Reroll charges for the general. Boring but useful. =====Artifacts===== * '''Breath of the Void Maw:''' Once per battle, in your hero phase, you can pick 1 enemy unit within 6" of the bearer that is visible to them and roll a dice. On a 3+, that unit suffers D6 mortal wounds. * '''Ghorvar’s Collar:''' Once per battle, at the start of the combat phase, you can say that the bearer will don Ghorvar’s collar. If you do so, you can re-roll wound rolls of 1 for attacks made by the bearer in that phase. * '''The Furious Crown:''' Once per battle, at the start of your charge phase, you can say that the bearer will unleash the fury of the crown. If you do so, after the bearer makes a charge move in that phase, you can pick 1 enemy unit within 1" of the bearer and roll a number of dice equal to the charge roll for that charge move. For each 5+, that enemy unit suffers 1 mortal wound. =====Cursed Mutations===== *'''Maddening Hunger''': Once per turn, at the start of the combat phase, you can pick 1 enemy model with a Wounds characteristic of 1 that is within 3" of this model. If you do so, that enemy model is slain and you can heal 1 wound allocated to this model. *'''Urges of Atrocity''': Once per battle, this model can run and still charge later in the same turn. *'''Nullblood Construct''': Re-roll successful casting rolls for enemy {{AOSKeyword|Wizards}} within 9" of this model. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Vyrkos==== Bestial Fantasy Russian Vampires who run with the pack, especially dire wolves. This is the kind of army that wants plenty of heroes to buff their humanoid and lupine zombies alongside the kind of tactics that wolves would use. <div class="mw-collapsible-content"> =====Traits===== *'''The Strength of the Pack is the Wolf''': {{AOSKeyword|Vyrkos Deadwalker}} and {{AOSKeyword| Vyrkos Deathrattle}} units within 9" of a {{AOSKeyword|Vyrkos Vampire Heroes}} get +1 to their wound rolls. *'''The Strength of the Wolf is the Pack''': Those same {{AOSKeyword|Vyrkos Vampire Hero Wizards}} get to reroll cast rolls. =====Command Traits===== *'''Pack Alpha''': The general gets to use one of their command abilities for free once per turn. Probably the strongest choice and pretty good in an army that will have a lot of command abilities to choose from. *'''Driven by Deathstench''': You can re-roll charge rolls for friendly {{AOSKeyword|Vyrkos Dynasty}} units wholly within 9" of this general. Also good. *'''Kin of the Wolf''': Once per battle, at the end of your movement phase, you can say that this general will summon a pack of Dire Wolves to the battlefield. If you do so, you can add 1 unit of up to 5 {{AOSKeyword|Dire Wolves}} to your army. Set up that unit wholly within 9" of this general and more than 9" from all enemy units. Fluffy but Radukar the Beast is simply better at it. *'''Hunter's Snare''': If this general contests an objective, the number of models this general counts as is equal to their Wounds characteristic. *'''Spoor Trackers''': At the start of your hero phase, friendly {{AOSKeyword|Vyrkos Dynasty Deadwalker}} units wholly within 9" of this general can make a normal move of up to 3" (they cannot run). Give it to a general that can keep up with their wolves (unless a horde of fast walking zombies is what you want). *'''United by Blood''': This general can attempt to unbind 1 spell in the enemy hero phase in the same manner as a {{AOSKeyword|Wizard}}. If this general is already a {{AOSKeyword|Wizard}}, they can attempt to unbind 1 extra spell in the enemy hero phase. May see some use in small games. =====Artifacts===== * '''Ulfenkarnian Phylactery:''' Friendly {{AOSKeyword|Soulblight Gravelords}} units are affected by the Deathless Minions battle trait whilst they are wholly within 18" of the bearer instead of 12". Give it to a Necromancer sitting behind your line to grant greater flexibility to other heroes or give it to a Vampire Lord on Zombie Dragon or Wight King leading your more mobile units on the flank. * '''Cloak of the Night Prowler:''' The bearer can pile in an extra 3" when they make a pile-in move. Situational, but may occasionally allow your flying Vampire Lord to hunt an enemy Wizard behind the enemy line ~~(remember that you have to move closer to the closest enemy model though).~~ In 3.0 you have to end as close to the **unit** as when you started. Not the model * '''Sangsyron:''' Pick 1 of the bearer’s melee weapons. If the bearer made a charge move in the same turn, add D3 to the Attacks characteristic of that weapon until the end of that turn. Better on a Vampire Lord on Zombie Dragon. * '''Vilnas’ Fang:''' Once per battle, in your charge phase, you can say that the bearer will be imbued with Vilnas’ stealth. If you do so, until the end of that phase, add 1 to charge rolls for the bearer for each other friendly {{AOSKeyword|Vyrkos Dynasty Vampire Hero}} on the battlefield. Might be OK on turn 1 if you have a coterie of Vampires and a priority target. * '''Terminus Clock:''' Once per battle, at the start of the enemy hero phase, you can say that the bearer will stop the Terminus Clock. If you do so, until the end of that phase, subtract 1 from casting rolls for enemy {{AOSKeyword|Wizard}}. Will help you shut down one enemy magic phase. * '''Standard of the Ulfenwatch:''' Once per battle, at the start of the hero phase, you can say that the bearer will raise the standard of the Ulfenwatch. If you do so, until the end of that turn, each time your opponent spends a command point, roll a dice. On a 5+, you receive 1 extra command point. Pass, until AoS 3.0 brings more command points to the game. </div></div>
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