Legion of Nagash Nagash - an alternate version

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Belladamma Voltaire

Vyrkos Primogen
True Blood
Aug 15, 2007
2,829
Manchester, UK
Zombies
1,347
Greetings once more,

Seeing everyones reactions to the Body and Mind version of Nagash has prompted me into trying to come up with something more unique and fun for the big bad. Here's my attempt at something more interesting for him:

Nagash

Points: 950
Nagash uses two lord slots and will always be the armys general. His leadership range is 18" instead of the usual 12"

M - 6
WS - 9
BS - 2
S - 6
T - 6
W - 7
I - 6
A - 6
Ld - 10

Equipment: Mortis, The dead blade. The Crown of Sorcery. Black Gromril armour.

Mortis - This sword adds +2 strength to Nagashs attacks. Any wounded enemy must take a toughness test or immediately perish.

The Crown of Sorcery - During Nagashs magic phase, he rolls irresistable force on any double except double 1. When casting on the miscast table, he only rolls D6 + 1 for his result instead of 2D6.

Black Gromril armour - This armour gives Nagash a 1+ save and a 3+ ward save. He can re-roll his ward save against mundane attacks.

The Original Book - allows Nagash to cast 'grand awakening' - see below.

Special Rules:


Undead - Nagash is undead and is subject to all the usual rules for undead
Terror - Nagash is the embodiment of the horror of unlife
US3 - Ogre sized base...he is massive...
Level 4 Wizard - he knows all the lore of Nagash spells and rituals.

Master Aura - Nagash acts like the BSB of an undead force, except units within 18" take 2 less wounds instead of the usual 1. Alive units within 6" become stubborn when near Nagash.

Gaze of horror - Once per shooting phase, Nagash can gaze at a single target in line of sight within 24". That unit must pass a leadership test or cower in awe and fear of his awesome power. This test also replaces any fear tests required to charge Nagash. It can affect targets that cause fear are that are ItP, but not targets that cause terror.

Grand awakening - The Legion of Nagash player can opt to hold upto four undead units behind when deploying. Before the games first turn but after deployment, a magic phase occurs. During this phase, Nagash can attempt to summon the reserve units using the Grand Awakening. This is a bound power level 8 ability. If successful the units can deploy anywhere within 24" of Nagash. The summoning location must be marked by the summoning player. In each subsequent magic phase, the unsummoned units can be summoned again, however each game turn adds its number to the bound power level, this marks the urgency of the forces arriving. For example, unit A is not summoned before the game so on turn 1, the unit can be summoned and the bound power level for the spell would be 9, then 10 on turn 2, 11 on turn 3 etc.


So there you go, I'm not going to pretend its balanced, just an alternative to the Nagash we already have.

- V
 
ok im sorry a more constuctive comment i think

this will cause untold pain and misery and probably lose the user many friends it seems a bit unfair especially as it only uses 2 lord choices it might work in games ok 10k plus but thats it anyway i prefer the body and spirit it has more character

so in conclusion hes a killing machine but i think a bit to powerful for gaming purposes you will be pelted with jellybabies for using it
 
He is dragon stats wise with a few very glaring weakness - a magic weapon that ignores armour on a S5 Lord stands a good chance of knocking him out, a few dwarven cannons can do it too. This guy has stats and abilities below your average greater daemon and a lot of his strengths are very situational. Throt the unclean can kill him in a single lucky round of combat, for example.
 
i still think the other version has more character and less chance to incite rage in opponents

an empire swrodsmen unit could bring him down in a turn on a lucky roll doesnt make it any fairer
 
I really like the Body/Spirit version personally... it's unique!

This version has a few glaringly OP things:

  • a) Saves - 1+ AS and a 3+ ward save that you can reroll (vs mundane weapons) is very powerful

    b) Mortis Blade - with 6 attacks at WS9 and Str 8, I can't think of anything that has much of a chance of avoiding the insta-death from this. Might be better to stick with somthing like regains Wounds.

    c) Grand Awakening - while cool, would be very powerful
 
He is killable, and the rules aren't to bad, because you are using him in a 3000 point game, and there will likely be ample things to kill him there. Even though he can join units, there is no look out sir, and cannons and the like will easily kill him. Crumbling is also a threat, as there will likely be quite some number of threats that will be able to completely surround his unit. Because, against a normal army they will be having an extra 700pts or so of unit.
So, very strong, but not 'Army Rape' as doombunny so eloquently put it.
Some changes I'd make:
:+200pts. He needs to be over 1000 at least.
:4+ rerollable, not 3+. More in keeping with fantasy, though I admit darkelves have a 2+, the character isn't a monster in combat as well as magic.

I prefer body and spirit, but this guy could make a nice appendix.
 

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