Legion of Nagash Rare Option - The Black Shards

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Rare Option - The Black Shards

  • No - A bad idea, please post why

    Votes: 0 0.0%

  • Total voters
    13
  • Poll closed .

Disciple of Nagash

Libidinosus
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True Blood
Feb 12, 2008
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Yorkshire
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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.
 
I'd change the Rank bonus wording.

Having the shards "mystical" type of bonus negated by flankers seems odd to me. I'd either word it such that the unit is immune to flanking (like the Varghulf wording), or else change it to simply be a static +2 CR without calling it a "rank bonus".

Other then that it seems okay to me.
 
Looks like an interesting trinket to carry into battle. :)

As a whole I think it looks fine, although perhaps the Guardians' should have their statistics brought down to the level of your traditional Wight? It has been like a characterful thing to me, no Undead creature besides Vampires ever being above WS3 as long as you don't drag magic into it.

Also, what exactly is the range of the Catastrophic Power occurance? If it is made too great I fear that it'll be used as a sort of bomb device, haha. :)
 
Now I think the "rank bonus" is TOO good. You are adding the +2 CR AND negating opponents bonus for flank/rear charging.

My initial logic was that the "rank bonus" that you were adding would simply be negated by a US 5 flanker... which seemed odd to me. I was proposing one OR the other solution... I think that BOTH is a bit much.

If you are ADDING a static +2 CR that you can't lose, then it should still be subject to the normal rules for flanking/rear charges. You won't be losing the static +2 bonus, since you aren't calling it a rank bonus anymore.

If you kept the ability to form up on the "engaged" side... then the unit would need to be charged by two enemies before being subject to flanking...
 
If they form up like skirmishers when charged, and +2 CR should work fine...

The issue was calling actually calling it a "rank bonus" (too easy to lose that bonus). I believe that the original wording was fine otherwise (though it was edited out, so I don't remember) :p
 

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