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==={{color|steelblue|Legion of Sacrament}}=== *This is Arkhan's legion, if he is included in this army he MUST be the army general and if you include any Mortarch units he has to be one of them. <div class="mw-collapsible-content"> '''{{color|steelblue|Bonuses}}''' *'''The Master's Teachings:''' Whenever you destroy an enemy unit and before the last model in that unit is removed, roll a D6. On a 4+ pick a gravesite within 6" of them and then pick a friendly {{AOSKeyword|SUMMONABLE}} unit that has already been destroyed. Set this unit up wholly within 9" of the gravesite and 9" away from enemy models (any models that cannot be placed in this way are destroyed). Not very handy, crafty opponents can try to screw you over by removing models in a way that can keep them just out of range of a gravesite, and even then 50% of the time you're not going to get them back anyway (not to mention the game might be nearly over by the time you have a unit destroyed, and then can bring them back by wiping out an enemy unit). **''Alternative take -'' Running small units of fast and mildly stabby {{AOSKeyword|Summonable}} units like Dire Wolves or even Black Knights alongside your larger more permanent blocks will give your opponent something to chew and spit out very quickly, giving you a small zippy unit that you can now attempt to resurrect over and over since they will be dying relatively frequently. *'''The Black Disciples:''' Add 1 to all casting rolls for friendly {{AOSKeyword|LEGION OF SACRAMENT WIZARDS}}. This ability is great because our magic is powerful now, so this helps our spells go off easier <s>and trigger the ability for them to go off twice more often</s>. This also gives Arkhan a +3 casting modifier when he is at full wounds. Give him soul harvest, and chances are he'll never die. Considering also that for 80 points you get a corpse cart who give the same bonus and even something more, basically, every {{AOSKeyword|wizard}} in your army gets a +2 to their casting rolls, terrifying eh? '''{{color|steelblue|Command Traits}}''' *'''Emissary of the Master:''' Lets you re-roll failed charges for nearby units. A solid choice but not as good as equivalents in other armies. *'''Dark Acolyte:''' Makes the general a Wizard, or grants them an additional spell if they are already a Wizard. Useful if you want a magic heavy army, though it's not like there's a shortage of Wizards in this list. Maybe useful for a Wight King with a battle standard. *'''Mark of the Favored:''' Each time the general is targeted by an attack in combat, the attacking unit suffers a mortal wound on a 6+. While it sounds useful, so far this trait has generated [[Skub]] due to poor wording in the rules, and so far even the FAQ hasn't satisfied the debaters. *'''Peerless Commander:''' Allows the general to summon a unit "in the grave" while further away from a gravesite. *'''Mastery of Death:''' Grants a bonus move to units in the hero phase. When combined with the Deathmarch battalion's bonus move, Deathrattle units can be moving up to 7 extra inches in the hero phase. Very nice, especially on Black Knights. *'''Bound to the Master:''' The General can use Arkhan the Black's Command Ability. This is useful if you have a variety of wizards in your army. '''{{color|steelblue|Artefacts of Sacrament}}''' *'''Spiritcage:''' Friendly units gain +1 to wound for the rest of the turn if an enemy hero is slain within 6" of the bearer. This item has a very situational use. Generally pretty useless. *'''Shroud of Darkness''': This is...WOW! Enemy shooting is -1 to hit within 8" of the model, or -2 if they are further away. Any shots that confer mortal wounds on a 6+ won't get that bonus. This is excellent against shooty armies. While it offers better protection against attacks that deal mortal wounds on a 6+ (these are ignored automatically rather than on a dice roll of 4+), it's otherwise slightly outshone by the Wristbands of Black Gold below. However, it's still a great choice. *'''Asylumaticae:''' Bedlam House in a box ([[Grimdark|except this one is filled with the weaponized undead souls of insane murderers]]) or a nod to the far better [[Tomb Kings|Casket of Souls]]. Once per game, roll a dice. On a 1 the bearer takes a mortal wound. On a 2+ each enemy unit within 12" suffers one mortal wound. Between being a one-shot, a risk of friendly fire and being outperformed by the Black Gem, it's not worth it. *'''Wristbands of Black Gold:''' Amazing. This throwback from Warhammer Fantasy returns with a vengeance. Roll a dice for every wound or mortal wound allocated to the wearer as a result of shooting. On a 4+ the wound is ignored. Essentially an unmodifiable +4 save against all shooting. Are pesky Kurnoth Hunters sniping your best units? Has the mass barrages of those godless Kharadron got you down? If you're facing off against a shooty army, TAKE IT. Slap this on a VLoZD and, between this and magic support from the rest of the army, you can almost guarantee your VLoZD will reach enemy lines and make those shooty units PAY. If you want some lulz, you could equip a female character on foot with these and [[Awesome|re-enact the No man's land scene from the latest Wonder Woman movie]]. *'''Azyrbane Standard:''' A nod to how Arkhan freed Mannfred from the wall of Faith in [[The End Times|The End Times]]. Subtract 1 from the wound rolls of enemy units within 6" of the bearer. If that unit is an Order Wizard, they also have to re-roll successful casting attempts. Though it has a limited range this is a welcome addition. Best used on a character dedicated to a support role or Wizard hunting, and especially against certain Order armies (such as Sylvaneth from the Gnarlroot Wargrove). Though keep in mind some Wizards are also monsters and thus could just lay the smackdown in combat (again, such as Sylvaneth wizards Drycha, Alarielle and Treelord Ancients). *'''Black Gem:''' Pick a point with 8" of your character. Then roll a dice for EVERY UNIT within 3 of that point, on a 6+ one model dies. This is situational, one use only and it does carry the risk of friendly fire. While it can put the hurt on MSU, especially multi-wounds foes like Skullcrushers and Dracothian Guard, it needs a 6+ to kill them and it's weak against Hordes. It's not known if this can target solo characters or Behemoths. Not mandatory but a better choice than the Asylumaticae. '''BUT:''' it is one of the few things that can '''ONESHOT''' Morathi now, the other Death thing that can is Nagash (there is a third but that's situational - Arkhan, if he's in the same army as Nagash, due to his ability), and if you're using this and him, read your battletome). '''{{color|steelblue|Lords of Sacrament Battalion}}''' (130pts, Min: , Max:) ''Arkhan, 2+ Necromancers and a Mortis Engine'' *Arkhan's magic squad, also one of the smallest battalions in the game. *'''Unearthly Focus:''' Wizards from this battalion get to cast an extra spell so long as they're within 6" of this battalion's Mortis Engine. *'''Swirling Spirits:''' Add 1 to save rolls for members of this battalion in the shooting phase as long as they're within 6" of this battalion's Mortis Engine. It helps a bit for keeping you around in the enemy's shooting phase. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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