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====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%">
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