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===<span style="color:#387439;">The Lore of Nurgle</span>=== First off, all your '''Nurgle''' Wizards get this gem: *'''Foul Regenesis:''' Relatively high casting value of 7 (go figure) but it allows you to instantly switch to the Stage of Corruption you want. A great way of using it is picking ''Nauseous Revulsion''. You might be tempted to pick ''Rampant Disease'' for those tasty Mortal Wounds, but that only activates at the start of the Hero Phase, which has already passed by the time you cast. So you pick ''Nauseous Revulsion'' for the extra defense and then, next turn, it automatically goes to ''Rampant Disease,'' and you can spell it back to ''Nauseous Revulsion'' again after it dealt its damage. Alternatively, set the wheel to ''Unnatural Vitality'' because your army is painfully slow without it. -After, each Wizard gets one Lore spell, but which lore they have access to is determined by their Keywords. '''Rotbringer Wizards''' get to pick from these: #'''Blades of Putrefaction:''' Casts on a 7+, affects a friendly unit within 14". 6+ To Hit deal a Mortal Wound in addition to other damage, not specifying melee or shooting. This, of course, is best on something with a lot of attacks and/or something with a bonus to their Hit rolls. In other words, Marauders. Or, you know, those tasty Blightkings (though remember, exploding 6's will only create 1 mortal wound each, not D6). Best used on plague drones, as they have the potential to reach up to 14 attacks per model, drown your foes in the droning swarm! #'''Rancid Visitations:''' Casts on a 6+, affects 1 enemy unit within 3" of the caster. For each model of that unit within 3" of the caster, the unit suffers a Mortal Wound. Yikes. Do keep in mind though, that this requires your caster to stay alive until he can cast it and that Great Unclean Ones can't pick this. So, in other words, only use on Glottkin and Bloab. <s>So no, named character can't take additional artifacts, spells and command abilities</s> Named characters can take spells, but not artifacts and command abilities. The tome says "As such, these models cannot have a command trait or artefact of power." (pg. 58) says nothing about not taking a spell. Additionally warscroll builder allows you to take spells but not artifacts and abilities. (Interestingly enough the new beastgrave warband, The Wurmspat, may be a much more economic choice for using this spell. Her bodyguards make her much tankier, and she is easier to fit into massive melees because of her infantry sized base. Its worth trying out if you really want to make this spell work, but don't have room for the behemoths). #'''Gift of Corruption:''' Casts on a 6+, enemy unit within 18" takes either -1 To Hit, -1 To Wound or -1 to Saves, rolled randomly. Not too reliable, but everything it can do is good, so go nuts. '''Daemon Wizards''' get to pick from these: #'''Favoured Poxes:''' Oh lord. Casts on a 7+, pick an enemy unit within 14". It takes -1 to their Hit, Wound and Save rolls until the caster moves, casts another spell, or dies. So, that Herald you cast this with will be useless afterward, but such an utterly crippling debuff means your Herald doesn't HAVE to do anything. Just point literally any unit at the target, and the target is gone. Biggest weakness is its range, but whatever. #'''Glorious Afflictions:''' Casts on 5+, affects an enemy unit within 21". That unit halves its Move, the distance it runs, the distance it charges and cannot make use of the Fly rule. What? Was the enemy trying to flank you? Not anymore. Slows enemies down enough so you can get the drop on them instead. #'''Sumptuous Pestilence:''' Casts on 6+, each enemy unit within 7" takes a Mortal Wound, unless they have more than 5 models, in which case it's D3 Mortal Wounds. MSU armies beware. '''Mortal Wizards''' get to pick from these: #'''Magnificent Buboes:''' Casts on a 7+, pick an enemy Hero. He takes D3 Mortal Wounds and gets -1 to Hit, Cast and Unbind rolls. Neuters fighters and heaps damage onto supporters and all of that from phenomenal range. #'''Plague Squall:''' Casts on a 6+. If successful, roll 7D6. For each 6, pick a visible enemy unit and deal D3 Mortal Wounds to it. You can only pick each enemy unit once. You know what this one doesn't have? A range limit. Even one cast can kill certain artillery crews from the safety and comfort of your own deployment zone. And the best part is, according to the spell description, that missing range limit doesn't seem to be an oversight since it's basically a rain shower made of plague fluids. #'''Cloying Quagmire:''' Casts on a 5+, pick an enemy unit within 14" and roll a D6. If this rolls equal to or over their Save characteristic, they suffer D6 Mortal Wounds. So, it gets more reliable on precisely the units you want to affect with it the most. Wow.
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