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==Allegiance Abilities== ===<span style="color:purple;">Battle Traits</span>=== *'''Aura of Dread:''' Enemies within 3" of your units cannot issue or receive the Inspiring Presence command. *'''Discorporate:''' A new order to use in place of All-Out Defense, triggered when a unit is targeted in the shooting or fight phase. Your chosen unit now has a 5++ Ward. *'''Ethereal:''' Your entire army comes with 6++ wards and ignore ALL modifiers to their saves, which unfortunately includes All-Out Defense command - use Discorporate above instead. In addition, your entire army can always charge after falling back, which can help considering how likely they'll be retreating. *'''Frightful Touch:''' Your army auto-wounds on an unmodified 6 to hit. *'''Vanishing Phantasms:''' After deploying, you can throw three of your units back into reserves, giving you some surprise ambushers. *'''Wave of Terror:''' After a charge, you can inflict a certain condition on the target, determined by the result of your charge roll: **4-7 - ''Shriek'': The target suffers -1 to hit for this phase. **8-9 - ''Stun'': The target suffers -1 to save rolls for this phase. The debuff of choice on heavily armored armies like the Sigmarines. **10+ - ''Petrify'': The target fights last for this phase. ===<span style="color:purple;">Processions</span>=== Yay, we got subfactions in our battletome! Boo, these are the most gutted versions out there! <big style="color:purple;">'''The Emerald Host'''</big><br> Lady Olynder's legion, seeking to curse her foes with their annihilation. *'''Faction Trait - The Emerald Curse:''' At the start of the game, mark d3+1 enemy units with the curse. At the start of each turn, roll a d6 for each unit. On a 2+, that unit takes d3 mortal wounds, improving to d3+1 for enemy monsters <big style="color:purple;">'''The Grieving Legion'''</big><br> A host of jailers, torturers and executioners eager to judge and damn their victims to their deserved punishment. *'''Faction Trait - Dragged to the Grave:''' Enemies within 3" of a unit with 10+ models cannot retreat from them, trapping them into unfavorable matches. You can still flee though, making the most from Ethereal. <big style="color:purple;">'''The Quicksilver Dead'''</big><br> The undead remnants of a mighty forge-city that was laid low by the Age of Chaos. Now reborn as ghosts of living quicksilver, they seek revenge for their losses and admiration as they flaunt their former greatness. *'''Faction Trait - Artisans of Death:''' The enemy cannot roll wards against your Dreadscythe Harridans. *Dreadscythe Harridans are unlocked as Battleline. <big style="color:purple;">'''The Scarlet Doom'''</big><br> An army of ghosts of people who died gory deaths and/or were posthumously defiled. Rising during or after great bloodshed, they rise to seek vengeance against the perpetrators... and any living beings in the area. *'''Faction Trait - Vortex of Frenzied Violence:''' When a unit of Bladegheist Revenants charges, pick an enemy unit within 1". Roll a number of d6 equal to the number of models in the unit, dealing a mortal wound on each 5+. *Bladegheist Revenants are unlocked as Battleline. ===<span style="color:purple;">Command Traits</span>=== *'''Lingering Spirit:''' Your general has a 4++ ward against mortal wounds. Handy for keeping them alive. *'''Terrifying Entity:''' The general's Aura of Dread expands to a 6" radius. *'''Ruler of the Spirit Hosts:''' Once per game, you can roll a d6 to resurrect a {{AOSKeyword|Nighthaunt Summonable}} unit. On a 4+, that unit is restored to half-strength and arrives within 12" of their general. *'''Hatred of the Living:''' The general can re-roll to hit and wound any non-{{AOSKeyword|Death}} units. *'''Spiteful Spirit:''' If an enemy unit inflicts a wound on your general in melee combat, roll a number of d6 equal to the total number of wounds the general has. For each 4+, enemy units within 6" suffer a mortal wound. Good on a Knight of Shrouds. *'''Cloaked in Shadow:''' The general cannot be target by shooting more than once per turn. Pretty much forces enemies to bring snipers or else risk losing their lone venue of taking your general out. ===<span style="color:purple;">Artefacts of Power</span>=== <tabs> <tab name="Weapons of the Damned"> All Artefacts in this list requires you to pick one of the bearer's melee weapons *'''Shadow's Edge:''' An unmodified hit roll of 6 using that weapon deals d3 mortal wounds and the attack sequence ends. Note that this does stack if they already have that rule. Kind of wasted on weapons with a damage stat higher than 1, but funny on a Cairn Wraith who can smack down 2+d3 MW each time he gets a 6. *'''Reaper of Sorrows:''' Before attacking, roll 2D6. If the rolls exceed the target units Bravery then the Rend characteristic of this weapon is changed to -3. Since there is very little overlap between "units with low Bravery" and "units against which -3 Rend isn't wasted", better skip this one. *'''Slitter:''' Every time the bearer is chosen to fight, but before piling in you can roll a dice against a model within 1". If the roll exceeds their wound characteristic, it is slain. Meaning you can pick the model you want to be removed from the unit, not your opponent. This can lead to some very interesting situations, considering the new rules for cohesion. [[Edgy|Nothing personal, kid]]. </tab> <tab name="Relics of the Underworld"> *'''Cloak of the Waxing Moon:''' Subtract 1 from the enemy's attack stat when attacking the bearer. *'''Pendant of the Fell Wind:''' Enemies within 3" of the bearer take -1 to wound. Pretty effective since this can also affect neighboring battles. *'''Midnight Tome:''' {{AOSKeyword|Wizards}} only. Once per battle, the bearer can auto-cast a spell on a 12 and make it unable to be unbound, making it an automatic summoning of an Endless Spell. </tab> <tab name="Infernal Treasures"> *'''Beacon of Nagashizzar:''' Once per battle in the command phase, all {{AOSKeyword|Nighthaunt Summonable}} units regain one model. *'''Covetous Familiar:''' Any enemies that pile-in within 3" of the bearer take a mortal wound. *'''Lightshard of the Harvest Moon:''' Once per battle, at the start of the combat phase, every friendly Nighthaunt unit wholly within 12" of the bearer an extra melee attack in the combat phase. *'''Soulfire Ring:''' If the bearer kills an enemy model during the combat phase, you can restore d6 wounds, which is incredible. *'''Wychlight Lantern:''' {{AOSKeyword|Wizards}} only. Once per battle the bearer can cast an additional spell that they do not already know. </tab> </tabs> ===<span style="color:purple;">Lore of the Underworld</span>=== Like several armies you get a set of spells available to any {{AOSKeyword|NIGHTHAUNT HERO WIZARDS}}, including Nagash himself. *'''Soul Cage:''' Casting Value 7. If successfully cast pick an enemy unit within 12β of the caster that is visible to it. Until the start of your next hero phase, that unit always fights last. In addition, the unit cannot retreat. ''A very nice way to deal with deathstars by using this and charging multiple units at it. Way more reliable than relying on Waves of Dread.'' *'''Spirit Drain:''' Casting Value 7. If successfully cast pick an enemy unit within 18β of the caster that is visible to it. Roll number of dice equal to the number of models in that unit. For each roll of a 6+ the unit suffers 1 mortal wound. ''A horde-breaker now, though not the strongest and pretty much wasted on smaller units.'' *'''Lifestealer:''' Casting Value 7. If successfully cast pick an enemy unit within 12β of the caster that is visible to it. The unit suffers D3 mortal wounds. For every mortal wound inflicted in this manner and isn't saved, the caster heals 1 wound. ''This works great with Reikenor the Grimhailer. Snuff out your own corpse candle and cast this spell on a natural 4, and have a guaranteed wound to heal!'' *'''Seal of Shyish:''' Casting Value 5. If successfully cast pick a friendly Nighthaunt unit within 12β of the caster that is visible to it. They gain a 5++ Ward save until the start of your next hero phase. ''An excellent defensive spell that will remain active outside of reactions, unlike Discorporate.'' *'''Shade Mist:''' Casting Value 6. If successfully cast pick a Nighthaunt unit within 12β of the caster. Until the start of your next hero phase, subtract 1 from all wound rolls made for attacks targeting this unit. ''Great for changing the odds on a unit's survival and complicating your opponent's targeting decisions.'' *'''Spectral Tether:''' Casting Value 4. If successfully cast, the caster can immediately re-deploy to anywhere that's at least 9" away from any enemies. ''Mediocre use of a spell slot, but it's got uses as an escape button.'' ===<span style="color:purple;">Endless Spells</span>=== New to Second Edition, you're the other first to gain Faction Exclusive Endless Spells! These can only be cast by '''NIGHTHAUNT WIZARDS''' or '''NAGASH, SUPREME LORD OF THE UNDEAD'''. However, these are honestly pretty crap if used with Nighthaunt. * '''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Shyish_Reaper.pdf Shyish Reaper]:''' The Shyish Reaper has a move of 8", and damages units by flying over models. The issue is that with its base being nearly 3", it can effectively only move 5", although this can be slightly extended due to it pivoting before it moves. It is more likely to deal damage to stuff with better save characteristics. Think for a moment - what armies around like to field lots of models with a 4+ save or better? Unfortunately, the top of the list is Nighthaunt. This spell is more likely to damage your own units than the enemy, most of the time. Pass. * '''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Vault_of_Souls.pdf Vault of Souls]:''' It's a floating bomb that deals Mortal Wounds, and it explodes into D6 Mortal Wounds when it dispenses 20 of them. With how hard Predatory Endless Spells are to predict, this thing is too likely to turn and explode next to you at a critical moment. It may be worth considering, however, due to how cheap this bastard is, and how good our mobility is. Dropping it off as a parting gift from a deep striking Wizard can be delightfully good as they get snagged by Spectral Summons. * '''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Mortalis_Terminexus.pdf Mortalis Terminexus]:''' It's a big floating Hourglass that either deal D3 Mortal Wounds to everything within 6" or heal D3 Wounds to everything within 6". It does not return dead models. In an army that already has great regeneration, mediocre regeneration that can't restore dead models is not worth taking. Avoid it. The model is cool, though, so use it as a proxy for the Chronomantic Cogs. Some of the generic Endless Spells are also worth considering. * '''Suffocating Gravetide:''' Now, let's not kid ourselves. The Suffocating Gravetide isn't strictly GOOD, but what it is is cheap. At 20 points, it's worth tossing in if you have a few points to spare once you've built your list, since they won't do anything for you otherwise. The Gravetide deals D3 mortal wounds to each unit it even slightly passes over, and inflicts a -1 leadership penalty on them, which can synergize with the -1 from Nighthaunt. The Gravetide is also on a pretty big base - it can be useful to plop it right in the way of an enemy unit and block them from getting that critical objective. The fact that the Gravetide provides cover is almost irrelevant to you - units with Ethereal can't benefit from cover, and you'll rarely care anyway. ** It also looks good next to your Nighthaunt, with the same design aesthetic. * '''Chronomantic Cogs:''' Oh here we go. For a quick refresher, you need to have a WIZARD within 9" of the Cogs to activate them, and when you do you choose one ability to last until your next hero phase. If you slow down time, the controlling wizard can cast one additional spell in your hero phase and re-roll save rolls. If you speed up time, you add 2 to the move characteristic of and charge rolls for ''every unit on the board''. While this doesn't sync with your allegiance ability(the rule specifies unmodified 10+), you still really want to get your charges off, and a +2 is huge, especially if you're going for risky charges from out of reserves. * '''Aethervoid Pendulum:''' Good for a 50 point spend when you don't feel like the Gravetide but don't have the 50 spare for a command point. The Aethervoid Pendulum avoids the main problem of predatory endless spells by always moving in one direction, which means it's telegraphed, but also means it will never turn against you just because you get a double turn. It deals D6 mortal wounds to anything it flies over or lands 1" from - send it towards the enemy, ideally at an allegiance terrain piece or objective they can't afford to step away from. Even if it doesn't do damage, it crimps your opponent's options, and that's always good.
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