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==Warscrolls== The common keywords of these warscrolls are: '''DEATH''' and '''DEATHLORDS'''. 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.. ===Leaders=== *'''Nagash, Supreme Lord of the Undead:''' Has '''Behemoth''' status. Absolute and undeniable overkill in all but the biggest games (only ones in which he can be deployed since he costs '''800 FUCKING POINTS'''.). You want specifics? Alright. He'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. He also has a huge modifier to his casting rolls in case anyone wanted to unbind his spells or when you'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'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'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. Since summoning was nerfed in competitive play and the rule of one applying to spells, Nagash really kind of sucks. Most of his powers come from being able to cast lots of spells but he can now really only cast 4 a turn (Which isn't terrible) and in melee he hits like a VLoZD, which is good. But is it all worth 800 points. Not even close. Just take a VloZD and Mannfred instead. Hits twice as hard in combat with slightly less spellcasting. *'''Mannfred, Mortarch of Night:''' Just like Nagash, Mannfred has '''Behemoth''' status. This beauty sits on top of the Mortarchs point pyramid at 420pt. The close combat monster of the three, because Mannfreds' 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 (gains +1 to cast/unbind if his sword kills something) 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. Mannfred is an absolute combat beast. His sword (provided you cast at least one spell that turn) hits and wounds on a 2+, and if you use Mannfred's command ability (Which you should, only Nagash's is better) makes both of those 2s rerollable. This basically guarantees that he is hitting at all times with 4 -1 d3 damage attacks, not including his 2 sickle-glaive attacks, or his Dread Abyssal's attacks, or the spirits. The sheer number of rending multi-damage attacks that he puts out a turn will rip most enemies to pieces. *'''Neferata, Mortarch of Blood:''' As all of the Mortarchs are, she's classified as '''Behemoth'''. Mid ranged at 400pt. 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. *'''Arkhan the Black, Mortarch of Sacrament:''' Surprise! '''Behemoth'''. The cheapest of the Mortarchs at 320pt. His staff gives him boosts when casting and unbinding spells (starting with a +2 on each when he has 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" 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, This spell can go either way but can effectivly wipe ANYTHING off the board once you have made it though the first few rolls.If it works.in an effort to avoid being 'That Guy' you could always adhere to the rule of 1 for rolls even when playing a vanilla game. . . . He also gets the spells from every Death wizard within 18", and his hero ability gives them +6" to the range of their spells. ===Troops=== All troops here cost 220pt. and are considered '''Battleline''' if the army has '''DEATHLORDS''' allegiance. *'''Morghast Harbingers:''' 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" 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" are way more reachable with 3D6. The only reason not to use them is because the Archai also exist. (whilst not a Deathlords unit, Varghiests provide much the same sort of power much cheaper. They can't be summoned, don't charge 3d6 and have a worse save. But, they have just as many of the exact same attacks per unit and can generate more by slaying enemy models, have the same amount of wounds per unit and cost around a third less points per unit. Really depends on whether or not you are taking your Morghasts for summoning because you could just as easily ally for some of these.) *'''Morghast Archai:''' 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" 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. ** Both Morghast variants are Reanimants, meaning Tomb King's Liche Priest can use his spell with them, which can be useful sometimes. And remember they're neither Monsters nor Heroes, so they're good at protecting both types from these annoying anti-Monster and anti-Heroes units everybody gets.
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