This thread is for voting on the one of the Rare options for the Legion of Nagash - The Black Shards.
Please note: This is not to vote whether they fit in with the theme etc. That is what the discussion in the threads is for.
It is to check and ensure we have created fair rules that are not unbalancing, or there is not something grossly wrong that has been over looked.
This Poll will close on 09/08/09
The Black Shards – 275pts – 1 per 2000pts
Fashioned out of solid obsidian, these powerful objects are miniature versions of the Black Pyramid that still stands in Nehekhara. Knowing how reliant his armies were on magic Nagash created these to sustain his forces no matter how fitfully the winds of magic blow
Shard…...M * / WS - / BS - / S - / T 7 / W 5 / I - / A - / Ld –
Guardian M 4 / WS 4 / BS 0 / S 4 / T 4 / W 1 / I 2 / A 1 / Ld 7
*See Inanimate special rule
Equipment
The Guardians are equipped with Full Plate Armour, Shields and Handweapons
Special Rules
Undead (Guardians only)
Wight Blades (Guardians only)
Inanimate Object
The Shard is only an enchanted object and thus is completely Unbreakable, and cannot be affected by any objects / spells / rules that affect psychology etc. The Shard can only be moved in battle using the below Levitation spell. Any enemies in BtB contact with the shard automatically hit it, no roll to hit is required.
It has 5 guardians who rank up in front of the shard. They will move to protect the shard at all times, therefore unless the Guardians are already engaged in combat any charges are counted as charging to the front of the unit. Move the Guardians to the relevant unit side.
The Guardians can never leave the Shard, and the combined unit can never charge, not even if affected by spells that would force them to. The power of the Shard protects them against such influences.
The Shard also adds +2 CR.
Nexus
The Shard draws necromantic magic into itself, fuelling the undead nearby and making them nigh on unstoppable. Those alive who follow the rule of Nagash are also reminded of his power, urging them onto to greater feats of bloodshed
The Guardians have a 4+ ward save and the ASF rule.
Any Nagashi with 12†of the Shard at the start of the Legion’s turn automatically rally if fleeing. Otherwise they are entirely immune to fear whilst within 12".
During the magic phase the Shard may cast the Great Awakening from the Lore of Nagash was a bound spell. The power level is determined by rolling 2D6.
Magical Source
The additional power provided by the Shard empowers Liches and Priests if Nagash, giving them the strength to overpower their enemy
Whilst the Shard is still in play, any enemy dispelling attempts are at -1.
Levitation
The shard is slowly lifted off the ground by swirling dark magic and glides forward, its guardians following in its wake
Bound Spell. Power 5. The whole unit may march move at the Guardians movement rate as per the BRB. This movement does not allow the unit to charge.
Catastrophic Power
Filled with such immense energy, destroying the Shard can prove to be just as deadly as letting it continue it’s nefarious work
If the Shard is destroyed roll D6 +4. All units within this range suffer S5 hit on every model. This hit also counts as having the Killing Blow special rule.
Please note: This is not to vote whether they fit in with the theme etc. That is what the discussion in the threads is for.
It is to check and ensure we have created fair rules that are not unbalancing, or there is not something grossly wrong that has been over looked.
This Poll will close on 09/08/09
The Black Shards – 275pts – 1 per 2000pts
Fashioned out of solid obsidian, these powerful objects are miniature versions of the Black Pyramid that still stands in Nehekhara. Knowing how reliant his armies were on magic Nagash created these to sustain his forces no matter how fitfully the winds of magic blow
Shard…...M * / WS - / BS - / S - / T 7 / W 5 / I - / A - / Ld –
Guardian M 4 / WS 4 / BS 0 / S 4 / T 4 / W 1 / I 2 / A 1 / Ld 7
*See Inanimate special rule
Equipment
The Guardians are equipped with Full Plate Armour, Shields and Handweapons
Special Rules
Undead (Guardians only)
Wight Blades (Guardians only)
Inanimate Object
The Shard is only an enchanted object and thus is completely Unbreakable, and cannot be affected by any objects / spells / rules that affect psychology etc. The Shard can only be moved in battle using the below Levitation spell. Any enemies in BtB contact with the shard automatically hit it, no roll to hit is required.
It has 5 guardians who rank up in front of the shard. They will move to protect the shard at all times, therefore unless the Guardians are already engaged in combat any charges are counted as charging to the front of the unit. Move the Guardians to the relevant unit side.
The Guardians can never leave the Shard, and the combined unit can never charge, not even if affected by spells that would force them to. The power of the Shard protects them against such influences.
The Shard also adds +2 CR.
Nexus
The Shard draws necromantic magic into itself, fuelling the undead nearby and making them nigh on unstoppable. Those alive who follow the rule of Nagash are also reminded of his power, urging them onto to greater feats of bloodshed
The Guardians have a 4+ ward save and the ASF rule.
Any Nagashi with 12†of the Shard at the start of the Legion’s turn automatically rally if fleeing. Otherwise they are entirely immune to fear whilst within 12".
During the magic phase the Shard may cast the Great Awakening from the Lore of Nagash was a bound spell. The power level is determined by rolling 2D6.
Magical Source
The additional power provided by the Shard empowers Liches and Priests if Nagash, giving them the strength to overpower their enemy
Whilst the Shard is still in play, any enemy dispelling attempts are at -1.
Levitation
The shard is slowly lifted off the ground by swirling dark magic and glides forward, its guardians following in its wake
Bound Spell. Power 5. The whole unit may march move at the Guardians movement rate as per the BRB. This movement does not allow the unit to charge.
Catastrophic Power
Filled with such immense energy, destroying the Shard can prove to be just as deadly as letting it continue it’s nefarious work
If the Shard is destroyed roll D6 +4. All units within this range suffer S5 hit on every model. This hit also counts as having the Killing Blow special rule.