Age of Sigmar/Tactics/Old/Malign Sorcery

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Rules that were introduced in Malign Sorcery, but have been replaced in GHB2020. See Malign Sorcery for everything that hasn't been replaced.

Spells Of The Realms[edit]

If fighting a battle in a specific realm, then all wizards gain a number of new spells depending on the realm. See the main tactics page.

Artefacts Of The Realms[edit]

Declare your army comes from a specific realm and then when choosing any artefacts of power you can optionally choose to take an artefact from the realm specific list instead. For each realm, there are six weapon artefacts and six wizardy artefacts.

Ghyran[edit]

  • Weapons

1. Entangling Blade: Pick a melee weapon to be: if you score 1+ hits on a hero or monster, subtract 1 from hit rolls that enemy makes until the end of the phase in which the enemy was hit.

2. Jadewound Thorn: Pick a melee weapon to be: 1 mortal wound on a 6+ to hit.

3. Blade of Hammerhal Ghyra: Pick a melee weapon to be: +1 attacks.

4. The Sunderblade: In your shooting phase, roll a dice for each enemy unit within 9". On a 6+ they suffer D3 mortal wounds.

5. Ghyrstrike: Pick a melee weapon to be: +1 to hit and wound.

6. Arboreal Stave: At the start of the combat phase, pick an enemy hero within 3" that is visible to the bearer. On a 5+, that hero cannot make a pile-in move this combat phase.

  • Relics

1. Hypersnare Seeds: At the end of your opponent's shooting phase, pick a unit within 8" and roll a dice. On a 5+, they can't charge.

2. Verdant Mantle: You can dispel one endless spell per turn with this unit (if it's not a wizard) and without using up a cast (if it is).

3. Jade Diadem: If you roll a save of 6+, heal 1 wound.

4. Greenglade Flask: Once per battle, in your hero phase, heal D6 wounds.

5. Ghyrropian Gauntlets: You get an extra 3" for pile-in.

6. Wand of Restoration: In your hero phase, heal 1 wound to a model within 6".

Ghur[edit]

Generally only the Gryph-feather Charm is worth taking. The Amberglaive might be useful in some cases, too.

  • Weapons

1. Stonehorn Blade. Pick one melee weapon. At the end of a phase where a wound was inflicted by the weapon, roll. On a 5+, pick an enemy unit within 3" and do D3 Mortal Wounds.

2. Anraheirs' Claw. Pick one melee weapon. All wound rolls of 6+ do an extra 2 damage.

3. Amberglaive. Pick one melee weapon. Add 1 to hit rolls and 1" to range (up to 3").

4. Blade of Carving. Pick one melee weapon. Hit rolls of 6+ automatically wound.

5. Rageblade. Pick one melee weapon. Add 1 to Attacks.

6. Rockjaws. During shooting, pick a target within 8". On a 3+, do D3 mortal wounds.

  • Relics

1. Beastcaller's Bones. At the start of the combat phase, roll a dice for each monster within 3". On a 5+, the monster can't attack. If it's a mount, the rider can still attack.

2. Drakeforged Plate. Reroll saves of 1 if the attack has a random Damage characteristic.

3. Gryph-feather Charm. -1 to hits targeting the bearer, and +1" to movement.

4. Gargant-bone Dice. Once per battle, you can roll 3 dice. For each 5+, each enemy unit within 6" takes D3 mortal wounds.

5. Shardfist Pelt. Each time you roll a save of 6+, the attacking unit takes 1 mortal wound.

6. Tuskhelm. After you charge, roll for each enemy unit within 1". On a 4+, they take 1 mortal wound.

Chamon[edit]

  • Weapons

1. Aiban's Hidden Blade. Pick one melee weapon. On a hit of 6+, add 1 damage.

2. Flowstone Blade. Pick one melee weapon. On a hit of 6+, get +1 to wound for that attack only.

3. Rune Blade. Pick one melee weapon. It has a Rend of -3.

4. Crucible of Molten Silver. Once per battle, during your shooting phase, pick a point within 9" and draw a 1mm wide line to it. All units other than the bearer that line passes over takes D3 mortal wounds.

5. Chamonite Darts. In your shooting phase, pick an enemy unit within 8" and roll 6 dice. For each 6+, the enemy takes 1 mortal wound.

6. Argentine's Tooth. Pick one melee weapon. Reroll hits of 1.

  • Relics

1. Gildenbane. Blocks enemy Artefacts of power within 3".

2. Argent Armour. -1 to melee hit rolls targeting the bearer.

3. Hydroxskin Cloak. Grants fly. After the bearer moves, pick a unit that the bearer passes across and roll a die. On a 3+, they take D3 mortal wounds.

4. Godwrought Helm. Negates wounds on a 6+.

5. Bejewelled Gauntlet. At the end of the combat phase, pick an enemy unit within 1" and roll a dice. On a 3+, they take 1 mortal wound.

6. Alchemical Chain. Bearer can unbind 1 spell. If they're already a wizard, they get 1 more unbind.

Aqshy[edit]

  • Weapons

1. Ruby Ring. In your hero phase, you can pick the nearest enemy unit within 18" and roll a die. On a 5+, you do D3 mortal wounds. If two units are equally close, pick one.

2. Magmaforged Blade. Pick one melee weapon. If the wound roll for that weapon is 6+, that attack inflicts 1 mortal wound in addition to its normal damage.

3. Magmadroth Blood Vials. In your shooting phase, pick an enemy unit within 8" and roll a die. 4+ do 1 mortal wound.

4. Purefire Brazier. In your shooting phase, roll a die for each enemy unit within 9". On a 5+ do 1 mortal wound to that unit.

5. Onyx Blade. Pick one melee weapon. It gets +1 to-wound.

6. Exile Torch. At the start of the combat phase, pick an enemy hero within 3" and roll a die. On a 6+, that hero takes a mortal wound and may not fight or be chosen as the target of an attack.

  • Relics

1. Essence of Vulcatrix. Once per battle, at the start of your hero phase. Roll a die. On a 1, take D3 mortal wounds. On a 2+, get +1 to hit and wound until next hero phase.

2. Thermalrider Cloak. +4" Movement and can fly.

3. Smouldering Helm. During the combat phase, each save of 6+ deals 1 mortal wound to the attacker.

4. Ignax's Scales. Negate mortal wounds on a 4+.

5. Crown of Flames. +1 Bravery to allies wholly within 9".

6. Cleansing Brooch. Once per battle, at the start of the hero phase, you can heal D3.

Shyish[edit]

  • Weapons

1. Blade of Endings. Pick one melee weapon. When the hit roll is 6+, add 2 Damage.

2. Banshee Blade. Pick one melee weapon. Each hit roll of 6+, roll 2D6. If 2D6 > target's bravery, the attack does D3 mortal wounds in addition to damage.

3. Lifebane. Pick one melee weapon. Add 1 to wounds.

4. Sliver of Decrepitude. Pick one melee weapon. Allocate wounds inflicted before any other attacks by the bearer. If 1 or more wounds by that weapon are inflicted on a HERO or MONSTER, they get -2" movement until the end of the battle.

5. Wraithbone. In your shooting phase, pick an enemy unit within 18" and roll 6 dice. Each 6+ is 1 mortal wound.

6. Splintertooth. In your shooting phase, pick an enemy unit within 8" and roll 3D6. If two dice have the same roll, do D3 mortal wounds. If all 3 are the same, the unit takes D6.

  • Relics

1. Cronehair Fetish. Can adjust the Shyish Realmscape by 1.

2. Ethereal Amulet. Makes the unit immune to save modifiers.(ignores rend modifiers)

3. Sepulchral Plate. Negates wounds on a 6+.

4. Amethyst Blindmask. When the bearer dies, roll for each enemy unit within 6". On a 3+, that unit takes 1 mortal wound.

5. Ragged Cloak. Once per battle during the opponent's shooting phase, you can activate this. If you do so, the bearer may not be chosen as the target of an attack until the phase is over.

6. Goblet of Draining. If 1 or more wounds are inflicted on an enemy hero, roll a dice. On a 5+, the enemy hero takes D3 mortal wounds.

Ulgu[edit]

Generally the best realm to pick.

Blade of Secrets can nullify enemy casters, especially if their spell is a lynchpin of the army.

The Sword of Judgement is ridiculous if your hero has more than 6 attacks with a single weapon, and utterly broken if they do more than 10. Note that it's 6+ and not an unmodified 6, so if you can throw +1 hit or +2 hit on that hero, they're going to utterly annihilate any monster or hero they touch.

Doppelganger Cloak has its uses in protecting essential units, especially if you have more units on the field than your opponent. It has been FAQ'ed to be only usable once per battle.

  • Weapons

1. Miasmatic Blade. Pick one melee weapon. Attacks that target the bearer get -1 hit.

2. Blade of the Thirteen Dominions. Pick one melee weapon. Allocate wounds by this weapon before other wounds inflicted by the bearer. If 1 or more wounds are inflicted on an enemy unit by this weapon, that unit gets -1 to hit.

3. Blade of Folded Shadows. Pick 1 melee weapon. It gets +1 hit.

4. Blade of Secrets. Pick one melee weapon. Allocate wounds by this weapon before other wounds inflicted by the bearer. If 1 or more wounds are inflicted on an enemy WIZARD by this weapon, that WIZARD forgets a spell.

5. Dimensional Blade. Pick one melee weapon. Its Rend is now -3.

6. Sword of Judgement. Pick one melee weapon. If the hit roll for this weapon against a HERO or MONSTER is 6+, that attack does D6 mortal wounds and the attack sequence ends.

  • Relics

1. Spellmirror. If a friendly unit within 6" is affected by a spell, you can choose to roll 1 die. On a 5+, they aren't affected. On a 1, the mirror breaks and can't be used again for this battle.

2. Trickster's Helm. Reroll successful casting rolls for enemy WIZARDS within 8".

3. Wristbands of Illusions. Negates wounds on 6+.

4. Doppelganger Cloak. The bearer cannot be chosen as the target of an attack with melee weapons unless the bearer has made attacks earlier in that phase. It has been FAQ'ed to be only usable once per battle.

5. Betrayer's Crown. Once per battle, at the start of the combat phase, pick an enemy unit within 3" that has two or more models. Roll a die for each model in that unit. For each 5+, that unit suffers 1 mortal wound.

6. Talisman of the Watcher. If the bearer is not in combat at the start of the combat phase, pick a friendly unit within 9". They reroll save rolls of 1.

Hysh[edit]

  • Weapons

1. Blade of Symmetry. Pick a melee weapon. Add 1 to Damage.

2. Gleaming Blade. Pick a melee weapon. If this weapon does at least 1 wound, heal 1 wound. Do this before allocating wounds from any other weapon.

3. Luminary Rod. Once per battle, pick a visible point within 9". Each unit other than the bearer between it and the point suffers D3 mortal wounds.

4. Sunblade. Pick a melee weapon. If this weapon does at least 1 wound on a HERO or MONSTER, the HERO or MONSTER gets -1 hit. Do this before allocating wounds from any other weapon.

5. Crystalline Blade. Pick a melee weapon. +1 to wound.

6. Prism Amyntok. In the shooting phase, pick an enemy unit within 8" and roll 4d6. For each 6+, deal 1 mortal wound.

  • Relics

1. Aetherquartz Brooch. Each time you spend a command point, you get it back on a 5+.

2. Lens of Refraction. Each time a friendly unit within 6" would take mortal wounds from a spell cast by an enemy WIZARD, roll a D3 and reduce the number of wounds by that amount.

3. Mirrored Cuirass. Negate mortal wounds on a 5+. On a 6+, pick an enemy unit within 6". That unit suffers 1 mortal wound.

4. Lightshard. The bearer explodes when it dies. Roll for each enemy unit within 6". On a 3+, they take 1 mortal wound.

5. Guardian's Coronet. Once per battle, at the start of the hero phase, you can activate this. Until the next hero phase, 4+ save vs wounds (not mortal)

6. Sash of the Ten Paradises. Add 2" to movement.

Endless Spells[edit]

See Malign Sorcery