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====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%">
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