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	<title>2d4chan - User contributions [en]</title>
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	<updated>2026-05-09T03:17:34Z</updated>
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		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Old/Death/Deathlords&amp;diff=30065</id>
		<title>Age of Sigmar/Tactics/Old/Death/Deathlords</title>
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		<updated>2016-06-24T18:40:10Z</updated>

		<summary type="html">&lt;p&gt;2600:1008:B024:81C6:F14B:9FA2:B380:A352: /* Heroes */&lt;/p&gt;
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&lt;div&gt;==Warscrolls==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039; and &#039;&#039;&#039;DEATHLORDS&#039;&#039;&#039;. As mentioned before, very nerfed. If you go head to head with any of the updated/added armies you will be swept aside uselessly. Pray to Nagash that GW starts loving you and updates your army..&lt;br /&gt;
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===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;Nagash, Supreme Lord of the Undead:&#039;&#039;&#039; Absolute and undeniable overkill in all but the biggest games. You want specifics? Alright. He&#039;s got 16 Wounds at a 3+ save with an additional 4+ save against Mortal Wounds. He can also cast up to 8 spells, so upping that to 2+ with Mystic Shield is really simple (Putting him in terrain and casting mystic shield will give you a 2+ save with a +1 to save rolls. Effectively a 1+ save for extra lulz). He also has a huge modifier to his casting rolls in case anyone wanted to unbind his spells or when you&#039;re attempting the tough stuff and when he summons stuff, he summons twice as much (eg. 2 Zombie Dragons, 2 Banshees, 40 Zombies instead of 20). He&#039;s got a strong shooting attack and two unique spells, one that inflicts damage off of Bravery and regenerates him by what the enemy lost and one that has a 50% chance (more if you&#039;re good at stage magic) of killing anything in one strike. He also has a powerful melee profile and a great Command Ability. Simply put, you play him, you win. This jerk is why most people house-rule summoning spells.&lt;br /&gt;
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*&#039;&#039;&#039;Manfred, Mortarch of Night:&#039;&#039;&#039; The close combat monster of the three, because Mannfred&#039;s already powerful melee profiles get added to the powerful profiles of the Dread Abyssal. Like all Mortarchs he heals 2 Wounds whenever he kills a model in combat, can cast twice though with no modifiers and gets a bonus to Hit and Wound with his sword if he successfully casts a spell. The Armour of Templehof also means a lot more on such a huge target like this. Also, the Vigour of Undeath ability that non-Mortarch Mannfred has gets buffed a lot by affecting ALL Death units in range instead of just one, though that range varies with his Wound count.&lt;br /&gt;
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*&#039;&#039;&#039;Neferata, Mortarch of Blood:&#039;&#039;&#039; Not as powerful as Mannfred and not as casty as Arkhan but tricksier than both put together. Her Command Ability creates a huge bubble of -1 To Hit for enemy units, her personal attacks (so not the Abyssal) create new Vampire Lords if she kills Heroes with them and her dagger has a chance to auto-kill any model she wounded with it. Set her up at the head of your army for her Command Ability to affect as many enemies as possible.&lt;br /&gt;
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*&#039;&#039;&#039;Arkhan the Black, Mortarch of Sacrament:&#039;&#039;&#039; His staff gives him boosts when casting and unbinding spells (starting with a +2 on each when he haves full health, then every 2 wounds he suffers the boosts decrease). He also regenerates 2 wounds at the end of the combat phase if he killed at least an enemy model and gets an additional +1 for casting summon spells. His Spectral Claws attacks deal mortal wounds if they roll a 6 to hit. He also gets a very ludicrous spell: you target a unit within 18&amp;quot; and roll 10d6. The unit suffers a number of mortal wounds equal to how many times you rolled a 6, then you roll a number of dice equal to the wounds you just inflicted, and this time they wound on a 5+, then again but on a 4+, and so on until you either fail every dice roll or you completely destroyed the unit. He also gets the spells from every Death wizard within 18&amp;quot;, and his hero ability gives them +6&amp;quot; to the range of their spells.&lt;br /&gt;
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===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Morghast Harbingers:&#039;&#039;&#039; These things have the works. High movement, lots of wounds and five attacks with two damage each. They also grant nearby Death Wizards +1 to summoning spells and have the same 3D6&amp;quot; charge range ability the Stormcast Prosecutors have. This ability, by the way, makes it way easier for the Harbingers to charge straight after being summoned, as those 10&amp;quot; are way more reachable with 3D6. The only reason not to use them is because the Archai also exist.&lt;br /&gt;
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*&#039;&#039;&#039;Morghast Archai:&#039;&#039;&#039; Basically a Harbinger, but exchanging 5 attacks at -1 Rend and 2 damage for 3 attacks at -2 Rend and 3 damage and, more importantly, instead of 3D6&amp;quot; charge, they have a 5+ bonus save against mortal wounds, giving them a lot more staying power as everyone and their mom will be gunning for your Morghasts.&lt;br /&gt;
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==Battalions==&lt;br /&gt;
===Neferata&#039;s Blood-Court===&lt;br /&gt;
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==Army Building==&lt;br /&gt;
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==Allied Armies==&lt;br /&gt;
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==External links==&lt;br /&gt;
Rules are here&lt;br /&gt;
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]]&lt;/div&gt;</summary>
		<author><name>2600:1008:B024:81C6:F14B:9FA2:B380:A352</name></author>
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