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==Allegiance== Sadly, Deathrattle doesn't have Allegiance other than Grand Alliance: Death (until the second edition of Legions of Nagash comes out, at least). However, this shouldn't discourage you, as there are useful bits there. ===Battle Traits=== *'''Deathless Minions:''' Negate wounds, mortal or otherwise, on units at 6" of your general or a '''DEATH HERO''' on a 6+. The same ability the Infernal Standard does, but at closer range and ALL your Heroes have it. This can make you less dependent on the standard and include more hacking things with a Black Axe; or extend the buff to all your army for free. Either way, Deathrattle benefits greatly from this. ===Command Traits=== *'''Ruler of the Night:''' The general increases their Deathless Minions effect to 12". Now you can step over the whole Infernal standard. However, take into account that both buffs the effect range greatly increases (up to 44" more or less in a straight line) and can easily cover your entire army. It depends on how much you value the "negate wounds on 6+". *'''Predator of the Shadows:''' +1 to hit & wound if in cover. Situational at best, as the cover is not the usual place for a Wight King to be hanging out in if there are skellingtons to lead (unless they're in cover too). *'''Death Incarnate:''' Your general drops a morale bomb each Hero Phase by rolling 2 dice, and if the value equals or exceeds the Bravery of an enemy unit within 3" of the general, the unit chosen is smacked with D3 Mortal Wounds. Not advisable in a lot of circumstances. It's risky enough for your HQs to be within 3" of the enemy, and the units that have a low enough Bravery to set the ability off are not that common. *'''Master of the Black Arts:''' Becomes a '''WIZARD''' with all that jazz. This is fairly useful, as Arcane Shield is a welcome boost to the skeletons of all kinds. Not only that but because you've become a '''DEATH WIZARD''', you can summon units to the battlefield which opens a whole world of possibilities for you. Ever wanted a [[Warcraft|Death Knight]]? **Take into account that you can only cast one spell per turn, so the turn you're summoning, you're not Arcane Shield-ing one of your bony bois. *'''Red Fury:''' On a 5+, pile in and attack again. This can be useful if you want to fight with your bonny underlings, but be aware that your Kings are not the biggest fishes around, so don't get overconfident. *'''Supernatural Horror:''' The number of enemy models that flee during Battleshock within 12" of your general is doubled. This is useful if you want your Wight King to accompany the killy units in your army, as doubling the fleeing is doubling the killing. It's especially helpful against large blobs of low Bravery chaff, as a poor morale roll can carve huge chunks out of units such as these. Useless against Heroes, monsters and single-model units, though. ===Artefacts=== *'''Cursed Book:''' Any model targetting you within 3" of the bearer of this artifact must subtract 1 from all hit rolls, as long as they lack the '''DEATH''' keyword. This is a good "leader" item, as with all the buffs to survivability your dudes have, another layer doesn't hurt. *'''Cloak of Mists and Shadows:''' [[Vargard Obyron|This looks familiar...]] This can be really useful to [[Thanquol|GTFO of a combat that is going badly for your hero]] or after springing a trap. Take note that the effect is ONLY when you should pile in, so unless you're in combat, it's useless. Also, it's only 12", so have an escape route beforehand. *'''Sword of Unholy Power:''' Hoo boy. A sure-fire summon spell is always welcome, especially in this faction because it doesn't require the bearer to be a wizard (even if your King can be one). You have almost all the '''DEATH''' range to choose, so use it when your chosen unit is going to do de most damage. Make sure to have enough points left beforehand or plan accordingly. *'''Black Amulet:''' Once per game, you deal mortal wounds equal to the battle round to an enemy unit within 12" This is VERY situational, if not outright bad. You can only do 5 mortal wounds at most at 12", and that in the last turn. While it's true that this can kill a common hero or a damaged monster in one strike if by then your victory depends on that strike you should rethink things. *'''Tomb Blade:''' Each wound roll of 6 deals a mortal wound. This could be interesting to make your King more durable while dishing mortal wounds. Acceptable if you want to get messy with your King (especially with Red Fury). *'''Ring of Immortality:''' [[Vlad von Carstein|He may not have returned, but his ring has]]. Resurrects at 12" with d3 wounds when it's killed. This can be a blessing, especially if other models can heal your King.
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