so I played a game a while ago, and my wraith was just no fun to play with! So to spruce them up a bit, and make them more fighters than people who sit around and throw darts. I changed them to be more powerful, and more sword oriented. I also made it so the Witch King and Aragorn could go toe to toe, and finally there would be a counter to aragorn in the same points range! So without further ado, here you are: The Witch King F S D W C M W F 6/- 5 8 3 7 * 20 * Ringwraith: F S D W C M W F 5/- 4 8 2 6 * 14 *
The Nine Rings: The Nazgul poses these great rings of power, and have refined their abilities in specific areas. Any roll of 6 to wound (5+for the witch king) automatically slays whoever is wounded. Any model with a D of 5+ has half their starting wounds eliminated, the number of wounds rounding down.
Will: Being powerful creatures, the Nine can be devastating, but they rely on their Will to exist. To represent this they have no might, or fate but may spend 2 might (three for the Witch king) of their will as might each turn, and 1 fate (two for the Witch king)
Terror: The Nazguls primary weapon is fear. Any model within 12" of the Nazgul suffer a -1 courage penalty (this can be stacked with other ringwraiths). In addition any model that comes within 6" of the Nazgul must take a courage test (with the courage penalty of the nazgul) or flee their maximum move. However if they pass, the nazgul have very little power over them and they count as terrifying. This excludes the Witch King.
Black Magic: The Nazgul are surrounded by Black Magic, and any who manage to actually hit them find it impossible to actually hurt a Nazgul. Also, the magic is agressive so any who touch it are wracked with arches of pain. Any successfully wounding hits must be re-rolled, and any who actually wound the nazgul suffer a S4 hit (S5 for the witch king, as the dark lord Sauron protects him the most)
Magical Powers: Black Breath: 2+6+/4" (activated at the start of the turn, roll for each individual. The activation requires no dice roll) the Nazgul exudes an aura of fear, which causes visions of sheer terror and, in severe cases, causes the victim to fall unconscious and they scream as their nightmares envelop them. Any model in the area of effect must take a leadership test with the respective penalties to their courage from the Nazgul. on a 2-5 roll another dice, on a 1-3 the model is controlled by the good player. on a 4-6 (3-6 for Witch King) it is controlled by the evil player as the model hallucinates and turns on his allies in his confusion. On the original dice roll, if a 6 (5+ for Witch King) is scored, then the model falls unconscious and screams as the terrors of his dreams envelop him. He is removed as a casualty, and any around him must take a courage test, at -2 courage (one for the nazgul's presence and 1 for the blood curdling scream) As this ability requires so much concentration to keep up while in the midst of battle, they can not use their ring with it activated.
Screech: The Nazgul lets out a piercing screech, that shatters eardrums and inspires fear in all enemies. 2+/12" Take a courage test for every model in the radius, with the -1 courage, if failed the unit drops everything and covers it's ears. If they are attacked, they may not do anything, as they are still unprepared due to the fact they are trying to stop their ears from bleeding.
Dark Presence: The Nazgul uses it's considerable power to make all those around him cower, and revitalize all it's troops. The Nazgul counts as banner this turn and his stand fast is increased to 8". In addition, any enemy banner bonuses are lost this turn in a radius of 4" of the Nazgul.
Hope you enjoyed this and thanks for reading, please comment. The Nazgul uses his
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