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===<span style="color:#387439;">The Lores of Nurgle</span>=== <tabs> <tab name="Lore of Malignance"> '''Mortal Wizards''' get to pick from these: #'''Magnificent Buboes:''' Casts on a 7+, pick an enemy Hero within 21". He takes D3 Mortal Wounds and gets -1 to Hit, Cast, Chant, Dispel 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 give them a disease point. You can only pick each enemy unit once. You know what this one doesn't have? A range limit. Though before this was contentious rules-wise due to it dealing outright damage, disease points can be a bit more sinister when used as an opening volley. Since disease points stack up in close proximity to your guys, this can help you start stacking early or build up on your corruption as you try to stack those mortal wounds as quickly as possible. #'''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 halved movement and must subtract 2 from their charge and run rolls. While no longer able to harm enemies, you can easily lock things down so you can charge them while they're trapped in a mountain of literal shit. #'''Blades of Putrefaction:''' Casts on a 7+, affects a friendly unit within 14". This makes their Disease Weapons rule trigger on a 5+ now instead of a nat 6, giving you a slightly easier venue for disease points. #'''Gift of Disease:''' Casts on a 6+, enemy unit within 21" and anyone within 7" of that target takes a disease point. As with Plague Squall, this can be used as an opening salvo before closing in on the enemy. However, this is better suited for infecting crowds of enemies like gloomspite gitz or skaven. #'''Rancid Visitations:''' Casts on a 6+, affects 1 enemy unit within 7" of the caster. For each model of that unit within 7" of the caster, the unit suffers a Mortal Wound on a 2+. 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. This will limit who can take it, but one standout choice is the Wurmspat. Her bodyguards make her much tankier, and she is easier to fit into massive melees because of her infantry sized base. The new generic sorcerer available to Maggotkin is likely your ideal option if you don't have that one Underworlds band available. </tab> <tab name="Lore of Virulence"> '''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 as good as gone. Biggest weakness is its range, but whatever. #'''Fleshy Abundance:''' Casts on 7+, temporarily restoring a wound on a friendly daemon unit within 21". This is most useful to Great Unclean Ones, as they're the only units that are affected the most by a lost wound and might need that extra wound to count as a bracket higher. Beasts of Nurgle can also benefit from this, as they're made to be walking roadblocks and might allow them to last a bit longer, but the moment the next hero phase begins, they'll immediately keel over if their injuries are just 1 over. #'''Stream of Corruption:''' Casts on 6+. This spell's special in that it has two ranges, and in both cases you need to roll a number of d6 equal to the number of models in the unit. If you cast this over 7", the models suffer a MW on a 5+, but casting this over 14" means that the models will only suffer on a nat 6. </tab> <tab name="Endless Spells"> Slaves to Darkness only *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Eightfold_Doom-Sigil_eng.pdf Eightfold Doom-Sigil]:''' (40pts) CV 5. This spell will only have use when things die around it, so you'd best make sure you make at least one model go down so you can power them up. Now a bonus attack won't sound too scary for your Chaos Lord, but throw it on a band of marauders and they won't be laughing anymore. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Darkfire_Daemonrift_eng.pdf Darkfire Daemonrift]:''' (50pts) CV 6. This is a purely predatory spell, dealing d3 MWs to anything it goes through. It's damage potential also powered up by other Wizards and Endless spells, which is pretty trollish for, say, Tzeentch or the Sacrosanct Chamber and all their wizards. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Reamscourge_Rapture_eng.pdf Realmscourge Rapture]:''' (60pts) CV 7. This Predatory spell is like the Pendulum in that it can only move in straight lines (but in this case can also only go forward, making it even more reliable). Anything that this goes through (or near) suffers not only d3 MWs, but their movement will also be halved, which can positively cripple a unit just in time for your Vikings to flatten them. Beasts Of Chaos only *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Doomblast_Dirgehorn.pdf Doomblast Dirgehorn]:''' Subtract 1 from hit rolls for attacks made by units within 3" of this model. '''BEASTS OF CHAOS''' models are not affected. Grows by 3" at the start of each battle round. This one is pretty damn cool but comes with the problem of having a casting value of 6 and thus being fairly easy to dispell. ** On the other hand, it presents the opponent with the interesting dilemma of either wasting his casting attempts to dispel it or letting it get bigger and bigger. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Wildfire_Taurus.pdf Balefire Taurus]:''' A big horde cleaning Endless Spell. It moves 12" a turn and has the Fly keyword. Anything it moves over or ends within 1" of it takes D3 Mortal Wounds, and if the unit has more than ten models, it takes D6 Mortal Wounds instead. Furthermore, Units it damages must fight last at the end of any Combat Phase. While brutal in most situations, it really shines when cleaning up blobs of infantry. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ravening_Direflock.pdf Ravening Direflock]:'''Spawns three tokens of evil Chaos murderbirds. Anything that is not a '''BEASTS OF CHAOS''' unit within 6" of one of these tokens has their Bravery reduced by -2. However, if any unit finishes a move within 1" of the tokens, they have to set the Tokens up again somewhere within 3D6" of the place they were previously. ** These are phenomenal, especially since it only requires a '''BEASTS OF CHAOS''' Wizard to cast it, but not Beasts of Chaos Allegiance. Find some nice Bravery gimmick and add these birds to increase its effectiveness exponentially. ** Nurgle comes to mind. Have a Nurgle General with Hideous Visage and Carrion Dirge, then a friendly bray wizard to zap in the crows. Under all 3 effects, enemy units will have -6 bravery! But keep in mind your General will certainly also be in range of the crows. However, if you ally in some Slaves to Darkness, it really becomes insane. The Mindstealer Sphiranx has another -2 Bravery Aura, Chaos Knights net you another -1, which results in -9 Bravery! So even Demons can disintegrate after 1 casualty. </tab> </tabs>
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