Age of Sigmar/Tactics/Edition 1.0/Deathrattle: Difference between revisions
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'''Arkhan the Black:''' Because now each branch of Undead guys haves his own Mortarch. His staff gives him boosts when casting and unbinding spells (starting with a +2 on each when he haves 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. He also gets the spells from every Death wizard within 18", and his hero ability gives them +6" to the range of their spells. | '''Arkhan the Black:''' Because now each branch of Undead guys haves his own Mortarch. His staff gives him boosts when casting and unbinding spells (starting with a +2 on each when he haves 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. He also gets the spells from every Death wizard within 18", and his hero ability gives them +6" to the range of their spells. | ||
===Heroes=== | |||
=== | '''Wight King with Baleful Tomb Blade:''' His Baleful Blade deals d3 wounds if he rolled a 6 to wound. Can also get a Skeletal Steed. Can replace his shield (that gives him a 3+ Save) with the Infernal Standard, which allows you to roll a dice every time a Death model within 9" (18" if the Wight King didn't move) dies: on a 6, it survives. | ||
'''Wight King:''' His Baleful Blade deals d3 wounds if he rolled a 6 to wound. Can also get a Skeletal Steed. Can replace his shield (that gives him a 3+ Save) with the Infernal Standard, which allows you to roll a dice every time a Death model within 9" (18" if the Wight King didn't move) dies: on a 6, it survives. | |||
''' | '''Wight King with Black Axe:''' He can reroll any 1 to hit against heroes, any amount of wounds he suffers is halved and if he wounds an enemy without killing it you can roll a dice and if the result is equal or higher than the amount of wounds that enemy still haves it's dead. Also an unit of Skeletons within 18" gets an extra attack. | ||
===Troops=== | |||
'''Skeleton Warriors:''' If an Hero is within 18", they get +1 to their wound rolls. If the unit includes at least 20 models, each one gets an extra attack, which becomes 2 extra attacks if they're at least 30. | '''Skeleton Warriors:''' If an Hero is within 18", they get +1 to their wound rolls. If the unit includes at least 20 models, each one gets an extra attack, which becomes 2 extra attacks if they're at least 30. Crypt Shields give them +1 Save against attacks that have no Rend value. | ||
'''Skeleton Archers:''' If the unit includes at least 20 models and there are no enemies within 3", they can shoot twice. | '''Skeleton Archers:''' If the unit includes at least 20 models and there are no enemies within 3", they can shoot twice. | ||
'''Grave Guards:''' If they roll a 6 to wound, that attack deals double damage. They can either get a one hand weapon and a Crypt Shield (see above) or two-handed weapons. | '''Grave Guards:''' If they roll a 6 to wound, that attack deals double damage. They can either get a one hand weapon and a Crypt Shield (see above) or two-handed weapons. | ||
'''Black Knights:''' They can pass through scenery, and get an extra attack in the turn they charged. | |||
===Retconned stuff=== | |||
TOMB KINGS ARE SQUATTED, SORRY | |||
'''Tomb Herald:''' He can take wounds for any other hero, can take a Skeletal Steed, and owns the Standard of the Undying Legion which allows every Skeleton unit within 24" to regenerate a single model if the Herald stands still for the remainder of that turn. | |||
'''Tomb Guards:''' Same as Grave Guards, but with Tomb Shields. And their two-handed weapons hit on a 4+ instead of a 3+ like the ones from the Grave Guards. | '''Tomb Guards:''' Same as Grave Guards, but with Tomb Shields. And their two-handed weapons hit on a 4+ instead of a 3+ like the ones from the Grave Guards. | ||
'''Skeleton Horsemen:''' Can run and charge in the same turn, and their spears get +1 to wound in the turn they charged. | '''Skeleton Horsemen:''' Can run and charge in the same turn, and their spears get +1 to wound in the turn they charged. | ||
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'''Skeleton Chariots:''' They double their melee attacks in the turn they charged. That's it. | '''Skeleton Chariots:''' They double their melee attacks in the turn they charged. That's it. | ||
''' | '''Necropolis Knights:''' If a Necroserpent's attack rolls a 6 to hit, it's a mortal wound. | ||
'''Khemrian Warsphynx:''' When you charge you can also roll a dice and the result is equal or less than the amount of models in that unit it suffers d3 mortal wounds. The sphynx also halves any amount of wounds it suffers. | '''Khemrian Warsphynx:''' When you charge you can also roll a dice and the result is equal or less than the amount of models in that unit it suffers d3 mortal wounds. The sphynx also halves any amount of wounds it suffers. | ||
'''Screaming Skull Catapult:''' It haves a 6-36" range, can attack units it can't see, and can shoot twice if a Tomb King Necrotect is nearby. Units damaged from the Catapult also get -2 to their Bravery. | '''Screaming Skull Catapult:''' It haves a 6-36" range, can attack units it can't see, and can shoot twice if a Tomb King Necrotect is nearby. Units damaged from the Catapult also get -2 to their Bravery. | ||
==Formations== | ==Formations== | ||
'''Deathrattle Horde:''' One Wight King, 3 units of Skeleton Warriors, one of Grave Guards and one of Black Knights. Every unit can decide to run 4" instead of rolling the dice, and can reroll any 1 to Save as long as there is another unit from the formation within 6". | '''Deathrattle Horde:''' One Wight King, 3 units of Skeleton Warriors, one of Grave Guards and one of Black Knights. Every unit can decide to run 4" instead of rolling the dice, and can reroll any 1 to Save as long as there is another unit from the formation within 6". |
Revision as of 16:35, 15 February 2016
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░░░░░░▐▌▀▄▀▄▀▐▄ SPOOKY SKELETON!
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For the skeletal variety of Undead, who are there to be fucking terrifying.
Skeleton summary
While Skeletons are supposedly a standalone army, they need support from the other Death armies to work.
Icon/Stendard Bearer: As long as the Stendard Bearer in a unit is still alive, during each Hero Phase the unit can regenerate d3 models (d6 for Skeleton Warriors and Archers).
Hornblowers: Units with Hornblowers will always make a 6" charge if the actual roll isn't higher than that. Units with Missile Weapons can also run and shoot in the same turn.
Skeleton warscrolls
Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading.
This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar, most of this is based on theory. Take everything with a grain of salt.
Named characters
Arkhan the Black: Because now each branch of Undead guys haves his own Mortarch. His staff gives him boosts when casting and unbinding spells (starting with a +2 on each when he haves 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. He also gets the spells from every Death wizard within 18", and his hero ability gives them +6" to the range of their spells.
Heroes
Wight King with Baleful Tomb Blade: His Baleful Blade deals d3 wounds if he rolled a 6 to wound. Can also get a Skeletal Steed. Can replace his shield (that gives him a 3+ Save) with the Infernal Standard, which allows you to roll a dice every time a Death model within 9" (18" if the Wight King didn't move) dies: on a 6, it survives.
Wight King with Black Axe: He can reroll any 1 to hit against heroes, any amount of wounds he suffers is halved and if he wounds an enemy without killing it you can roll a dice and if the result is equal or higher than the amount of wounds that enemy still haves it's dead. Also an unit of Skeletons within 18" gets an extra attack.
Troops
Skeleton Warriors: If an Hero is within 18", they get +1 to their wound rolls. If the unit includes at least 20 models, each one gets an extra attack, which becomes 2 extra attacks if they're at least 30. Crypt Shields give them +1 Save against attacks that have no Rend value.
Skeleton Archers: If the unit includes at least 20 models and there are no enemies within 3", they can shoot twice.
Grave Guards: If they roll a 6 to wound, that attack deals double damage. They can either get a one hand weapon and a Crypt Shield (see above) or two-handed weapons.
Black Knights: They can pass through scenery, and get an extra attack in the turn they charged.
Retconned stuff
TOMB KINGS ARE SQUATTED, SORRY
Tomb Herald: He can take wounds for any other hero, can take a Skeletal Steed, and owns the Standard of the Undying Legion which allows every Skeleton unit within 24" to regenerate a single model if the Herald stands still for the remainder of that turn.
Tomb Guards: Same as Grave Guards, but with Tomb Shields. And their two-handed weapons hit on a 4+ instead of a 3+ like the ones from the Grave Guards.
Skeleton Horsemen: Can run and charge in the same turn, and their spears get +1 to wound in the turn they charged.
Skeleton Horse Archers: They can shoot in Movement Phase and move in Shooting Phase, and they can retreat only by doing this.
Skeleton Chariots: They double their melee attacks in the turn they charged. That's it.
Necropolis Knights: If a Necroserpent's attack rolls a 6 to hit, it's a mortal wound.
Khemrian Warsphynx: When you charge you can also roll a dice and the result is equal or less than the amount of models in that unit it suffers d3 mortal wounds. The sphynx also halves any amount of wounds it suffers.
Screaming Skull Catapult: It haves a 6-36" range, can attack units it can't see, and can shoot twice if a Tomb King Necrotect is nearby. Units damaged from the Catapult also get -2 to their Bravery.
Formations
Deathrattle Horde: One Wight King, 3 units of Skeleton Warriors, one of Grave Guards and one of Black Knights. Every unit can decide to run 4" instead of rolling the dice, and can reroll any 1 to Save as long as there is another unit from the formation within 6".