Name #
Type
WS BS S
330
[20]
WB
9
3
- 3+* 3
1
3
1
3
48
6
Composition: Core
Slavering Charge; Fear; Immune to Psychology; Swiftstride; Unbreakable; Undead; Unstable;
Vanguard
WB
1
3
3 3
2
3
2
3
2
Composition: Special
Fear; Fly; Immune to Psychology; Skirmishers; Swiftstride; Unbreakable; Undead; Unstable
32
WM
10 3
135
1
Composition: Rare
Covenant of Power; Fear; Immune to Psychology; Light of Death; Unbreakable; Undead;
Unleashed Souls; Unstable
Keeper of the Casket 1
4
3
3
3 3
1
3
2
8 6+
[0]
Hand Weapon; Light Armour; Fear; Immune to Psychology; Unbreakable; Undead; Unstable
Casket Guard 2
4
3
3 3/5 3
1
3
2
8 6+
[0]
Great Weapon; Light Armour; Fear; Immune to Psychology; Killing Blow; Unbreakable; Undead;
Unstable; Always Strikes Last
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.
Name #
Type
WS BS S
MI
6
3
4 5
3
2
3
5
5}+
314
7
Composition: Special
Hand Weapon; Fear; Immune to Psychology; Poisoned Attacks; Regeneration (5+); Stomp;
Unbreakable; Undead; Unstable
Crypt Haunter 1
MI
6
3
4 5
3
2
4
5
5}+
[48]
Hand Weapon; Fear; Immune to Psychology; Poisoned Attacks; Regeneration (5+); Stomp;
Unbreakable; Undead; Unstable
Total Cost: 1999
Option Footnotes
Bow
General
Great Weapon
Hand Weapon
Level 5 Wizard
Light Armour
Musician
Arch-Necromancer
Arrows of Asaph
Covenant of Power
Death Magic Incarnate
Fear
Fly
Immune to Psychology
Killing Blow
Large Target
Light of Death
Options
Range 24", Strength 3, Volley Fire.
Inspiring Presence: If not fleeing, friendly units within 12" may use this model's Leadership.
+2 Strength, Always Strikes Last, Requires Two Hands.
6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.
An incredibly powerful Wizard. Can channel Power and Dispel dice. Adds +5 to all attempts to cast and dispel.
6+ armour save.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift
Reform.
Special Rules
If Nagash suffers a miscast, you may re-roll the result on the Miscast Table.
Units with this special rule never count bonuses or penalties to hit when shooting, regardless of the source of the
modifier.
If you have one or more Casket of Souls on the table at the start of your Magic phase, add D3 power dice to your
pool.
Nagash, and all friendly units with the Undead special rule within 12" of him, suffer two Wounds fewer than
they normally would due to the Unstable special rule (in addition to any other modifiers).
Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed, their
Weapon Skill is reduced to 1 for that round of Combat.
Models that cause fear are themselves immune to Fear, and treat Terror-causing models as causing Fear instead.
Grants Swiftstride. In addition, flying units consisting of more than one model have Skirmishers too.
Flyers can make a glide of up to 10" or march as normal, doubling the length of the glide of up to 20".
Moreover, flyers can make a flying charge instead of a normal one, adding 10 instead of the Movement value to
the roll, but they always flee and pursue on the ground.
Automatically passes Fear, Terror or Panic tests. Cannot Flee! if charged.
If a model with this rule roll a 6 to wound in close combat, he automatically slays his opponent. Armour saves
and regeneration saves cannot be taken against this blow. This rule is only effective against infantry, cavalry and
war beasts.
Cannot claim cover modifiers for obstacles. Also, this model's Inspiring Presence or Hold your Ground! ability
range is increased to 18".
Innate Bound Spell (power level 5)
Can be used as long as the Keeper of the Casket is alive, and the Casket of Souls has not moved this turn.
Direct Damage Range 48". Target must take a Leadership test on 3D6. If the test is failed, the target suffers an
automatic Wound with no armour saves allowed for each point by which the test is failed.
Once the test has been resolved, roll a D6: on a 3+, choose another unengaged enemy unit within 6" of the initial
target to suffer the effects of the spell. Keep rolling for further targets (each within 6" of the last target struck)
until you fail, or there are no more viable targets. Each unit can only be the target of this spell once per magic
phase.
Each unsaved Wound inflicted is multiplied by the number indicated.
Poisoned hits wound automatically on a To Hit roll of 6.
5+ Save. Wounds caused by Flaming Attacks cannot be regenerated and the unit loses this rule for the remainder
of that phase.
Models with this rule are deployed in a loose formation, may free reform and shoot after having marched. Can
never claim rank bonuses, be steadfast or disorder an enemy, but unit gains Stubborn when fighting in forests.
+1 Strength on the charge.
Deals 1 automatic hit at creature's Strength with the Always Strikes Last special rule. Applies only against
Infantry, War Beasts or Swarms in base contact.
When Nagash successfully casts a summoning spell from the Lore of Undeath, triple the points' worth of models
that he can summon, including any additional points generated by Raise the Dead counters. In addition, Nagash
treats these summoning spells as having triple their usual range.
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.
Swiftstride
Terror
Thunderstomp
Unbreakable
Undead
Unleashed Souls
Unstable
Vanguard
Always Strikes Last
Volley Fire
When charging / fleeing / pursuing, units made entirely of models with this rule roll 3D6 and discard the lowest
instead of 2D6 for distance.
Enemy units in base contact must take a Leadership test before blows are struck in Close Combat. If failed, their
Weapon Skill is reduced to 1 for that round of Combat.
Units charged by a model with Terror, that are allowed to take a charge reaction, must immediately take a panic
test. If failed, the unit must make a Flee! charge reaction.
Models that cause Terror are themselves immune to both Fear and Terror.
Deals D6 automatic hit at creature's Strength with the Always Strikes Last special rule. Applies only against
Infantry, War Beasts or Swarms in base contact.
A unit composed entirely of models with this rule is Immune to Psychology and passes Break tests
automatically. Non-Unbreakable characters cannot join Unbreakable units.
Grants Fear, Unbreakable and Unstable. In addition, undead can never march unless within 12" of the General
and may only elect to hold as a charge reaction.
If a Casket of Souls is destroyed, roll a D6 for every unit within 12". On a 4+, that unit suffers D6 magical
Strength 6 hits that ignore armour saves.
The unit suffers one extra Wound for every point by which they lose combat, with no saves of any kind allowed.
If an Unstable unit contains Unstable characters or Unstable characters riding an Unstable monster, the
controlling player first allocates wounds to the unit/monster, then divides any remaining wounds as equally as
possible amongst the characters.
Non-Unstable characters can't join Unstable units.
After deployment, the unit can make a free movement of up to 12".
Equipment Special Rules
A model with this special rule always strikes last in close combat, regardless of Initiative.
If the model's enemy has this rule too, the Attacks are made simultaneously. If a model has both this rule and
Always Strikes First, the two cancel out and neither applies.
Half the models in third and subsequent ranks (rounding up) may shoot. A unit cannot Volley Fire if it moved
this turn or as a Stand & Shoot reaction.
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.
Group
Points of Lords
Points of Heroes
Points of Core
Points of Special
Points of Rare
Min
0
0
500
0
0
Max
1000
1000
Unlimited
1000
500
Used
1000
0
518
346
135
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.