Editing
Age of Sigmar/Tactics/Old/Death/Legions of Nagash
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==={{color|crimson|Legion of Blood}}=== *Vampire Centric but want to also play with other undead. *This is Neferata's legion, if she is included in this army, she MUST be the army general and if you include any Mortarch units she has to be one of them. <div class="mw-collapsible-content"> '''{{color|crimson|Bonuses}}''' *'''Favored Retainers:''' {{AOSKeyword|Legion of Blood Vampire Lords}} and {{AOSKeyword|Legion of Blood Blood Knights}} gain +1 attack. Good overall and can be stacked further with command abilities. *'''Immortal Majesty:''' Subtract 1 from bravery for any enemy unit within 6" of any {{AOSKeyword|Legion of Blood}} units. Decent since it stacks with your standards. '''{{color|crimson|Command Traits}}''' *'''Swift Strikes:''' Each time you make a hit roll of 6+ in the combat phase for your general, you can make one additional hit roll for the same weapon against the same target. *'''Soul-Crushing Contempt:''' If your general slays a model, the unit from which the model was a part of has -1 bravery this turn. *'''Aristocracy of Blood:''' Re-roll failed charges for Soulblight units within 9" of your general. *'''Aura of Dark Majesty:''' Another blast from the past. -1 to Hit rolls that target your general, but only in the combat phase. *'''Walking Death:''' If you roll a 6+ to Hit with one of your general's melee weapons, you deal mortal wounds equal to the weapon's Damage. *'''Sanguine Blur:''' The general gains 2" to their movement and can re-roll failed charges. '''{{color|crimson|Artefacts of Blood}}''' *'''Ring of Domination:''' <s> One Ring to rule them all... </s> When the bearer is selected in the combat phase, pick an enemy model within 3" and roll a dice. On a 5+ you can use one of their melee weapons to attack in addition to whatever weapons your character has. Imagine killing Archaon with his own sword (or finishing him off with your other weapons if that one doesn't work), or using a Spirit of Durthu's weapon to cut down a unit of Kurnoth Hunters. If you're lucky with dice rolls and in combat, with the right units this can be excellent. Take it on a melee character, especially in conjunction with anything that allows them to strike first and, with a good dice roll, watch them beat down characters with many times their points cost. <b>Take note</b> that the FAQ's have confirmed it's basically just the statline for the weapon you get to use though, not abilities connected to it. So yes, you can hit Archaon with his own Slayer of Kings, but you don't get a chance to insta-gib him with it. *'''Shadeglass Decanter:''' After armies have been set up but before the first battle round, select an enemy Hero. In your hero phase, as long as that hero is on the battlefield, you can roll a d6. If the result is higher than the number of the current battle round, they take a mortal wound. *'''The Orb of Enchantment:''' Once per battle, the bearer can pick an enemy hero within 3". At the beginning of the combat phase, they cannot pile in, attack or use abilities. Apart from a one-shot, this is excellent. You could use this to troll major combat characters like Archaon or Skarbrand. Slap this on a character on foot in a big unit and you have an excellent tarpit. *'''Soulbound Garments:'''Reroll saves of 1 for the bearer. *'''Oubliette Arcana:''' When an enemy Wizard casts a spell within 30", you can roll a d6 instead of attempting to unwind it. On a 6 the spell is negated and the caster can't use that spell again for the rest of the battle. If you roll a 6, this is fucking awesome. Otherwise, it sucks since you just wasted your unbind attempt. *'''Amulet of Screams:''' Once per battle, when an enemy Wizard successfully casts a spell, you can declare that the bearer will use the Amulet of Screams. If you do so, you cannot attempt to unbind the spell. Instead, roll a dice. On a 2+, the spell is not successfully cast. '''{{color|crimson|Court of Nulahmia Battalion}}''' (150pts, Min:1070pts, Max:) '''Mortarch of Blood, 2+ Vampire Lords and a Bloodseeker Palanquin''' *Neferata's group of fine vintage afficionados. *'''The Adevore:''' Neferata may re-roll failed rolls to hit against enemy heroes so long as she's within 9" of this battalion's bloodseeker palanquin. Not worth paying the (already too high) price of the Palanquin as well as the price of the battalion. *'''Scent of Blood:''' At the start of your movement phase, any unit within 9" of the Bloodseeker Palanquin gain a bonus +4" movement for that phase. Also not worth the cost since movement is not one of your issues. *it is worth mentioning that Vampire Lords on Zombie Dragons (excluding Vhordrai) may be used to meet this battalion's requirements over stock VLs. This is hilarious, and with Neferata's CA you will have some very hard to kill, very smashy vampires sprinting around the table. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information