!!

Welcome Guest!

Welcome to Carpe Noctem, the biggest forum dedicated to Vampire Counts in the world! Please take a moment of your time to register if you haven't already done so and get access to member only content. It will also get rid of this annoying banner! If you have already registered please login.

See you around the forum.

Disciple of Nagash
Carpe Noctem Owner and Administrator



Thread Closed 
7th Edition Legion of Nagash Army List
Author Message
Avaris
Grand Master of the Ordo Draconis
Offline
Trade Count: (0)

Posts: 176
Joined: Aug 2007
Reputation: 0

Zombies: 306


Post: #1
7th Edition Legion of Nagash Army List

Seeing as no-one else was acting I am. This thread details everything that has been decided on by a majority vote. Units and information in here are regarded as an official part of the army, and are not to be changed without good reason, and please don't post to discuss it.
Voltaire: All irrelevant discussion WILL be deleted from this thread as it is an official progress report and not a discussion forum. Updates to this can be made by anyone by posting below, however their comments will be assimilated into the main thread and their posts subsequently deleted. This is done to preserve reading time and keep this topic clean and up to date.

Update (05 March 09): I have laid out this thread differently, now some units are actually being added to the final list. In below posts you can see the Bestiary and Magic items. If and when the spells are voted through, they will be added in their own post. The below list is still correct, and I have written the status next to each entry. Disciple of Nagash

Basic Army List - Voted through by this poll: LINK

Special Characters
The Body and Spirit of Nagash (Avaris suggestion) - Voted Through
Arkhan the Black - Voted Through
The Nine Dreadlords of Nagash (Arkhan is one of these) - In discussion
The Crone in the Black Pyramid - Voted Through

The head of the Cult of Nagash - Not yet discussed
The head of the Nagashi - Not yet discussed

NB - I believe the last two options should actually be something similar to the Empire General and the Arch Lector - these are not really set characters and should be made into the Lord choices IMHO.


Lord
Zenith Lord - Voted Through
Disciple of Nagash - Voted Through
Revenant - Voted Through

Hero
Zenith Prince - Voted Through
Nagashi Captain - Voted Through
Mortuary Priest - Voted Through
Reaper - Voted Through

Monster Mounts - Voted Through

Core
Skeletons - Voted Through
Favoured Ones - Voted Through
Zombies / Zombie Launcher - Voted Through
Cultists - Voted Through
Black Riders - Voted Through

Special
Necrophytes - Voted Through
Pinnacle Knights - Voted Through
Pinnacle Guard - Voted Through
Locust Swarm - Voted Through
Wraithwisp - Voted Through


Rare
Black Shards - Voted Through
Spectral Cavalry - Voted Through
Ancient Warrior - Voted Through
Bone Thrower - Voted Through

Magic
Rituals of Nagash - Voted Through
Lore of Nagash - Voted Through

Magic Items
Weapons - Voted Through
Armour - Voted Through
Enchanted Items - Voted Through
Talismans - Voted Through
Arcane Items - Voted Through
Standards - Voted Through

Army Specific Rules
Undead - As standard
Ethereal - As standard
Wight Blades - As standard
Nagashi - Voted Through

Nagashi Special Rule (This will apply to all units with the Nagashi Special Rule) - Vote through in this poll: LINK
Though they can feel fear like normal men, years spent with the living dead as inured them to their presence. Trained from birth to follow their long dead overlords, their fanaticism knows no bounds.
Any unit with the Nagashi rule are alive and do not benefit from the Undead rule. However they are not affected by Fear that is caused by the Undead special rule.
Whilst the army general is alive they also benefit from the stubborn rule, however should the general die all Nagashi units loose the stubborn rule and must also take a panic check. If failed they must flee towards the nearest table edge. This may mean the unit flees combat in which case the enemy units may pursue or hold as normal.


Note: there is still the option for additional choices if they are deemed appropriate.

Malum omnes circum angulos; cave ullum non ingredi
(Evil round every corner. Careful not to step in any)
(This post was last modified: 09-16-2010 02:28 PM by Disciple of Nagash.)
10-13-2007 11:19 PM
Find all posts by this user
Disciple of Nagash
The Perverted One
Admininstrators
Offline
Trade Count: (0)

Facebook
Posts: 13,108
Joined: Feb 2008
Reputation: 27
QuoterTVC MedalForum Award Winner
Zombies: 15,126


Post: #2
RE: Things that are certain

Characters

Lords

Zenith Lord - 310 - Voted through by this poll: LINK
M 4 / WS 6 / BS 0 / S 5 / T 6 / W 4 / I 5 / A 4 / Ld 10

Magic
The Dread Lord knows all four Rituals of Nagash and may cast one per magic phase. However he does not have access to the pool dice and does not count as a wizard in any other respect.

Equipment
-Hand Weapon
-Shield
-Full Plate Armor(4+ armor save)

Special Rules
-Undead
-Wight Blades
-Terror
-Implacable Will: Any unit which the Dread Lord joins may march move heedless of march block, or any other marching restrictions. In addition any unit subject to the Alive! special rule will become unbreakable, and any Undead unit will lose one less wound due to combat resolution, if joined by the Dread Lord.

Options
Great Weapon.................14 pts.
Exchange shield for additional Hand Weapon.................12 pts.
Lance(if mounted)...............18 pts.

Mount(one choice only)
Skeletal Steed..................21 pts.
~ Barding 7 pts.
Greater Carrion...................30pts
Ancient Bone Dragon...........370pts
Dragon Shade....................300pts
Fellbeast...........................185pts


Magic Items
Common/Nagash's Legion lists up to a total of...........100 pts.



Disciple of Nagash - 260 pts - Voted through by this poll: LINK

Amongst the most powerful of Nagash's servants are his loyal Disciples. To become one of the chosen few is an honour reserved only for the Mortuary Priests who possess the power and skills to become masters of the necromantic arts. Such skill only comes from hundreds of years of training and practise, they are all ancient beyond belief, a rare few even as old as the Great Necromancer himself.

Each is taught personally by Nagash himself in the ways of death, though none possess all the evil Liches knowledge. However even just part of the Dark Lords knowledge makes the Disciples terrible foes, able to lash flesh from bones with just a look, or command an army of dead that none can match save Nagash. They are also granted access to the remaining books of Nagash except the ninth. The secrets and power these books contain combined with the Disciple's already vast knowledge makes them truly unstoppable.

Once a Disciple has truly proved his loyalty and Nagash is assured that he will not be betrayed, a choice few are sent into the world. Masked by potent amulets they walk unnoticed in the lands of men, elves, dwarves and other creatures. Here they work as the shadowy agents of Nagash, working to create events that will benefit their Lord, whilst at all times ensuring any knowledge of the ancient Liche is destroyed. Thus the world has been lulled into a false sense of security, believing the stories are just that, little knowing the the Great Lord of Undeath is slowly growing in power once more, and when he marches to war once more he will do so with his trusted Disciples at his right hand side.


M 4 / WS 3 / BS 3 / S 3 / T 4 / W 3 / I 4 / A 1 / Ld 9

Magic
A Disciple of Nagash is a Lvl 3 wizard. He may choose spells from either the Lore of Shadows, Death, or Ngash and may cast two Rituals of Nagash per turn.

Equipment
-Hand Weapon
-Scarab Jar: Strength 4 breath weapon. One Use Only

Options
-May be upgraded to a Lvl 4 wizard for +35 pts.

Special Rules
-Undead
-Master of Undeath: The High Priest gains a +1 to cast spells from the Lore of Nagash.

Mount(one choice only)
Skeletal Steed..................21 pts.
~ Barding 7 pts.
Greater Carrion...................30pts
Ancient Bone Dragon...........370pts
Dragon Shade....................300pts
Fellbeast...........................185pts

Magic Items
Common/Nagash's Legion Lists up to a total of..............100 pts.
A Disciple of Nagash must choose one Book of Nagash as described in the Magic Item section. This does not count towards his magic item allowance.



Revenant...............275pts - Voted through by this poll: LINK

Their will defies death itself, and though their bodies have long since rotted away, leaving not even bone, the souls of these heroes live on, trapped to the material realm.

Without a tomb to lay them at rest, they wander the world, perhaps haunting places of their slaughter, perhaps simply observing the world, or guarding artefacts . In form they appear as an insubstantial cloaked and robed figure, floating two feet above the ground, their faces the only remnant of their former visage. They are armored with metallic plate, hovering around their 'skin', this armor shifts to accommodate for blows, giving excellent protection. Being ethereal, the weapons they wield flow past armor, biting into the life-force of the victim, in this way they can become stronger, learning from their deceased victims.

A curious tendency to note is that they are attracted to dark-magic, this corrupts them, turning once noble soldiers into parodies, fallen angels. Cripple Peak is an almost irresistible lure and though possessed of free will, the promises of Nagash soon turn them to servants, some willing, the others not. Nagash teaches his favoured the secrets of his rituals, turning these powerful warriors into formidable battlemages.

To face one in combat is to face a soldier of incredible agility and speed, to flee is to watch a creature ignore terrain hazards and move indomitably on, scything down from the air, and turning ones fallen comrades against you. A vehement anger drives them on, a jealousy of freedom, or contempt of lesser races. Their presence on the battle field causes magical power to wax, as their absorbed dhar reinvigorates fellow magic users.

They are the Revenants, Lords of the Spirit World, Generals of Nagash.


M 5 / WS 7 / BS 0 / S 4 / T 4 / W 3 / I 6 / A 5 / Ld 9

Magic
The Revenant knows all four Rituals of Nagash and may cast two per magic phase

Equipment
-Hand Weapon
-Floating Armour (Described below)

Special Rules
_Terror
-Undead
-Ethereal
-Hatred
-Unseen Death
The Revenants blade belongs to the world of spirits and death, its sharp edge cannot be seen but those struck by its cold edge feel it nonetheless.
All attacks made by the Revenants mundane weapons have the armour piercing special rule. Note this is classed as an ability of the Revenant and not the weapon and thus cannot be negated.
-Magical Aura
Each Revenant on the board adds two power dice in the appropriate magic phases to the armies pool, that may be used by any friendly caster.

Options
Great Weapon.................8 pts.
Additional Hand Weapon.................8 pts.

Magic Items
-Floating Armour - Magic Armour
The plates of ancient armour float atop the spirit form of Revenant, shifting and moving to protect its wearer as best as possible.
Confers a 4+ ward save
-Common/Nagash's Legion lists up to a total of...........100 pts. The Revenant may not choose a magic weapon or armour, and it may only choose Dispel Scrolls as an Arcane option.



Heros

Mortuary Priest - 105pts - Voted through by this poll: LINK

In ancient days, in the long-forgotten lands of Nehekhara, lived a people obsessed with death and eternal life. At the centre of all of this were their lords, the kings of Nehekhara, who desired to reign eternal in the undying splendour of the afterlife. However, Settra, first and greatest of the kings of Nehekhara, resented terribly his role in the great scheme of things and he wished to escape death altogether, so that he could forever be master of great temporal power, of the kingdom of Nehekhara. To this end he commanded that his priests should find a way to stave off death forever, so that he could become an immortal, and rule for an eternity. Thus was founded the Mortuary Cult. Each successive generation of priests took up the quest for immortality, and their combined knowledge pooled, so that it grew ever greater over the ages. Eventually the later generations of priests did achieve immortality, although Settra was long dead by this time, so that they became liches, little more than preserved corpses, but maintaining the entirety of their intelligence and freedom of will.

Then came the birth of Nagash, now infamous and feared throughout the Known World as the Great Necromancer, the one who spawned the evils of the Black Arts and the fiendish undead created through them. Even more-so than most of Nehekhara’s people, Nagash had a morbid fascination with death in his youth, and joined the Mortuary Cult of his native city of Khemri at an early age. He eventually resolved that he would not allow death to steal existence from him, although he did not settle for the half-life of lichedom, at least not initially. Of course, Nagash eventually seized the throne from his brother, King Thutep, and, with the help of a captive Dark Elf sorceress brought to Khemri as a slave by chance; he learned much of Dark Magic. Now high priest and king of Khemri, Nagash distilled an elixir from human blood that perfectly restored and maintained the imbiber’s youth. Many ambitious and corrupt priests of Khemri’s Mortuary Cult sought favour with Nagash in order that they might partake of his Elixir of Life. The other kings of the various city-states of Nehekhara were disturbed by the happenings in Khemri and waged war against Nagash, crushing his armies and slaying his myriad followers and forcing him to flee into the desert-wildernesses of Nehekhara.

This was not the end for Nagash’s followers, however, for in time Nagash returned, having crafted his own magical lore and mastered it. He had become the Great Necromancer and achieved true immortality independent of the gods of his people. His followers he raised up once more, as liches preserved not by the power of the Nehekharan gods, but rather through the dire potency of Nagash’s formidable Necromancy. Now resurrected, the undead Mortuary Priests who had served Nagash in life gave up the ritualistic incantations of their folk in favour of the unholy magic of their master. As such the practices and tenets of the Mortuary Cult, which they had once abided by, were warped and twisted into the worship of the god-like Nagash, and the near deification of the state of undeath. These Mortuary Priests followed Nagash and served him in all of his wars, becoming masters of Necromancy in their own right. In modern times, most of the Mortuary Priests reside with the Great Necromancer in Nagashizzar, forever studying the Black Arts under the direction of the most powerful of their number, the Disciples of Nagash, in preparation for the day their master sends all his vast armies forth once more to conquer and despoil the lands of the living.

Though most of the Mortuary Priests are ancient beyond reckoning, it is not unknown for new members to be inducted into their ranks, for many aspiring necromancers of great promise are drawn by the lure of the libraries of lore held within Nagashizzar and by the notion of being taught by one of the mighty and learned liches that serve under Nagash himself.


M 4 / WS 3 / BS 3 / S 3 / T 3 / W 2 / I 4 / A 1 / Ld 8

Magic
A Mortuary Priest is a Level 1 caster. He may choose spells from either the Lore of Shadows, Death, or Nagash and may cast one Ritual of Nagash per turn.

Equipment
-Hand Weapon
-Lesser Scarab Jar: Strength 3 breath weapon. One Use Only

Options
-May be upgraded to a Lvl 2 wizard for +35 pts.

Special Rules
-Undead

Mount(one choice only)
Skeletal Steed..................21 pts.
~ Barding 7 pts.
Greater Carrion...................30pts


Magic Items
Common/Nagash's Legion Lists up to a total of..............50 pts.
A Mortuary Priest must choose one Book of Nagash as described in the Magic Item section. This does not count towards his magic item allowance.



Zenith Prince - 100pts - Voted through by this poll: LINK

Across the Old world and beyond, there are tales throughout history of the rise and fall of ancient civilisations. These long deceased empires were only small compared to what exists today, but each had warriors of power and skill, and when these champions fell they were buried with all the regalia of their leadership and exalted position. Weapons, armour, and all the gold and wealth accumulated in their life was placed into burial mounds and these sealed over my potent magic’s and charms, to allow the dead princes to slumber throughout the ages.

However, not all of these tombs remain inviolate. Many have been broken open and ransacked, their riches stolen and spread throughout the world. However, some would open these tombs for far darker purposes. In the Worlds Edge mountains, many of these mounds were erected, and Nagash soon noticed them from his throne in Nagashizzar. Using the dark magic at their command, his servants opened these tombs and raised the princes from death. These princes are filled with all the pride and arrogance of their former lives, and wish for nothing more than to rule empires anew, though the land they once had be little more than dust and memory now.

However, they are bound to the service of those who raised them. They are commanded by Nagash, and when he demands they lead his regiments to war. The Princes stride at the head of an undead horde, resplendent in shining armour, and wielding wicked weapons forged in ages past. Although they are long dead, these champions still feel the thrill of battle, and will slaughter all who stand against them. Facing one of these undead champions in battle is a terrifying experience; as they hack around themselves with brutal strokes, severing limbs and cutting open vital organs, while incoming attacks bounce from their bronze armour, or just sail through the gaps in their bones.

In life many of these princes were the champions of ruling Lords, their chosen man who carried their standard before them, leading the elite of the kingdom to battle. Nagash often uses them in the same way, but rather than heraldry and fanfare, these princes now carry dark banners, reeking with death and malice, as they lead regiments of the dreaded Pinnacle guard to war.


M 4 / WS 5 / BS 0 / S 4 / T 5 / W 3 / I 4 / A 3 / Ld 8

Equipment
-Hand Weapon
-Full Plate Armor(4+ armor save)

Special Rules
-Undead
-Wight Blades
-Commander of the Guard: Any Undead unit joined by by the Zenith Prince can march move as per the BRB. He confers no benefit onto Nagashi units

Options
May take a Shield (+2 pts)
May take any one of the following: GW (+4 pts), extra HW (+3 pts), or Halberd (+2 pts)

Mount(one choice only)
Skeletal Steed..................15 pts.
~ Barding 5 pts.
Greater Carrion...................30pts
Fellbeast...........................185pts

Magic Items
Common/Nagash's Legion lists up to a total of...........50 pts.



Nagashi Captain - 65pts - Voted through by this poll: LINK

M 4 / WS 5 / BS 3 / S 4 / T 4 / W 2 / I 5 / A 3 / Ld 8

Equipment
-Hand Weapon
-Full Plate Armor(4+ armor save)

Special Rules
-Nagashi
-Captain of the Nagashi
Feared and respected by the Nagashi followers, they will not dare flee within his sight, for they know their bodies will be put to better use as the mindless undead
The Captain may join any unit in the Legion of Nagash . Any Nagashi unit joined by the Captain may re-roll any break tests they may have to make. He confers no benefits onto Undead units.

Options
May take a Shield (+2 pts)
May take any one of the following: GW (+4 pts), extra HW (+3 pts), or Halberd (+2 pts)

Mount(one choice only)
Skeletal Steed..................15 pts.
~ Barding 5 pts.
Arabian Warsteed...............30pts
Fellbeast...........................185pts


Magic Items
Common/Nagash's Legion lists up to a total of...........50 pts.



Reaper - 125pts (max one per 2000pts) - Voted through by this poll: LINK

Some would call the rats of Clan Eshin the deadliest assassins in the world. Many others would name these as the dreaded Druchii famed for their poisons and swift strokes, all are wrong, all pale in comparison to the dreaded Reapers of Nagash.

In the ages and centuries past many men have toyed with the art of Necromancy in vain hope of gaining immortality, few succeed however and when they die their spirits do not rest easy. Nagash summons the spirits of these men and binds them to his will arming them with deadly blades that cut both the victims soul and their mortal flesh. On the battlefield they are rarely seen but when called forth strike with a otherwordly strength and speed that few can match. Immune to the blades of mortals and nigh unstoppable they hunt the foe remorslessley until their destruction or their master sees fit to end the chase.

The most favoured of these Reapers are gifted with Rune forged blades capable of shatttering bones and poisoning minds with the slighest cut, truly they are to be feared by all who appose them.

These ethereal assassins are the vanguard of a Nagashi attack cutting down the enemies leaders and strategists before dissapearing into the wind leaving only dead in their wake.


M 6 / WS 6 / BS 0 / S 4 / T 3 / W 2 / I 4 / A 4 / Ld 8

Equipment
-Scythe - Great Weapon


Special Rules
-Undead
-Ethereal (may only join Undead units)
-Terror
-Harbringer of Death
Clad in dark shrouds these fell creatures are much more than normal wraiths. They are the bringers of death, charged by the Dark Lord himself to destroy those individuals who would stand in his way
Reapers have the Killing Blow special rule, however it works on a 6 to hit, not to wound. Additionally at the start of the battle chose one enemy character. The Reaper may re-roll any failed to hit rolls when fighting the chosen character.
The Reaper may not be the armies general nor confer his Ld on any unit he joins.

-Walk Between Worlds
The Reaper has the ability to walk in the world of spirits, making sure he reaches his target without delay
The Reaper may scout as per the BRB, however he cannout use this ability if mounted

Mount(one choice only)
Skeletal Steed............20 pts.

Magic Items
Common/Nagash's Legion Lists up to a total of..............100 pts.
May only choose items from Talismans and Enchanted Items sections as well as the “Reaper” Magical Weapons listed below.

The Blade of Souls - 100pts
As per the Legion of Nagash Magic Weapon list.

The Rendering Blade - 40pts
Barbed and jagged beyond reasoning, even a glancing blow from this weapon can rip a body in twain
Great Weapon. The Reaper has the normal Killing Blow rule in addition to his special Killing Blow rule i.e. he will effect a Killing Blow on a 6 to hit and a 6 to wound.

Great Divide - 40pts
This unwieldy scythe would seem to be far too cumbersome, however its strikes kill dragons and daemons in a single blow
Great Weapon - The Reaper's Killing Blow affects creatures of any size.

Unseen Death - 40pts
Light and as insubstantial as a ghost, this blade allows its wielder to attack with almost unmatched speed
Great Weapon - Bearer gains ASF and doubles their I in combat

Chill Touch - 35pts
The touch of the Reaper is deathly cold, sapping the strength and will to live of any foe it touches
Great Weapon. For every successful wound caused the enemy model permanently suffers a -1 to their S & T to a minimum of 1.

Spectral Blade - 35pts
This weapon has a life of its own, and can find its way past the stoutest parry, or defend from the strongest blows
Great Weapon. The reaper has +1 to hit. Also all enemies suffer -1 to hit when targeting the Reaper in Close Combat



Mounts

Ancient Bone Dragon - 370pts

For many years the dragons have travelled to the Plains of Bones when they knew their lives were nearing the end. At the centre of this place of death, carcasses the size of hills can be found, the remains of the fathers of the drakes. Only the acolytes of Nagash have the power to summon these giants back once more, but to do so gives them a servant that is nigh on indestructible.

M 6 / WS 3 / BS 0 / S 7 / T 6 / W 7 / I 2 / A 6 / Ld 5

Special Rules

Undead
Fly
Terror
Large Target


Bones of the Earth
Muscles and skin have long wasted away on these creatures, but the bones they leave behind are held together by a magic so strong that they are almost impossible to break.
The Dragon has a 3+ Scaly Skin save

Father of the Dragons
These beasts are the ancestors of the lesser drakes, and they are a stark reminder that they are not as immortal as some would believe. The sight of the long distant kin used in such a way can deter even the most determined of dragons
An Ancient Dragon causes fear in all other dragons with the exception of Dragons who are ItP.

Violated
To some extent the dragon's spirit clings to its bones, enraged beyond belief at the desecration of its long dead body. At times it grows strong enough to manifest with a roar of pure hate and terror
Once per shooting phase pick one enemy unit within 6" (if in combat, this power may not be used). That unit must take an immediate panic check at -2 Ld.



Dragon Shade - 300pts

Not content with summon the bodies of the ancient dragons, Nagash sought supremacy over their noble spirits as well. In time the most devious of his magics managed to corrupt their souls, chaining them to his command forever

M 6 / WS 6 / BS 0 / S 5 / T 5 / W 5 / I 5 / A 6 / Ld 8

Special Rules

Undead
Fly
Terror
Ethereal
Large Target


Cradle of Shadows
Whilst its ethereal form does not allow any to ride this dangerous creature, its magical nature allows it to takes it master inside itself, delivering them safely to wherever they are commanded
This rule overrides the normal ethereal rule and allows corporeal characters to use the Dragon Shades as mount if the option is available to them.

Essence of Decay
The merest touch from this dragon leeches vitality from its victims. Those who are not slain outright by its claws find themselves ageing rapidly unto decay as the years rush forth to claim them and even their equipment.
At the end of every combat phase every enemy model in BtB contact with the Dragon Shade must take a toughness test. If failed the model suffers a wound, no armour saves allowed.

Will of the Master
Dragons are noble creatures, and though dominated by another's will, an Inkling of their former personality shines through.
If the rider is killed, then the dragon starts is slain outright, no saves are possible against this.



Fellbeast - 185pts

In the air above Nagashizzar, many terrible creatures swirl and glide around the spires and towers of the fortress. They are an unholy amalgamation of animals, twisted by the warpstone they are exposed to on that fell peak. The opposite of the noble Hippogryphs, they often have a sinuous snake-like body, with the wings of a bat and the head and front limbs of a dragon. However, whatever there varied may be appearance, there is no doubt that these creatures are deadly, capable of ripping a man in half with their claws, or devouring a horse in a bite.

M 5 / WS 4 / BS 0 / S 5 / T 5 / W 4 / I 4 / A 4 / Ld 6

Special Rules

Fly
Terror
Large Target
Scaly Skin (save of 4+)




Greater Carrion - 30pts

The Land of the Dead lies to the south of Nagashizzar, and in its great expanse the armies of the Tomb Kings can often be seen. Like giant fleshless birds circling above, the Carrion are hideous creatures attracted to the scent of blood and battle. Nagash makes use of these creatures in his forces, and bestows the Carrion upon his generals. this is a great boon, letting them soar above the enemy, and as a steed the Carrion are as vicious as any creature in the desert lands.

M 2 / WS 3 / BS 0 / S 4 / T 4 / W 1 / I 2 / A 2 / Ld 3

Special Rules

Undead
Fly




Arabian Warsteed Hero Mount +12pts / Lord Mount +18pts

In the deserts of Araby, to the south of the Land of the dead, the armies of the Sultans ride to war on great Warsteeds, large noble beasts with a fiery temperament. Nagash breeds many of these spirited horses for use in his armies, and those living followers of his will often be seen riding to battle atop one of them, ready to charge down his enemies in a mass of Man and Horse all but impossible to stop.

M 8 / WS 3 / BS 0 / S 3 / T 3 / W 1 / I 3 A 1 / Ld 5



Dead Horse - Hero Mount +12pts / Lord Mount +18pts

Not content with living steeds, the Great Necromancer and his generals choose the fittest, most bloodthirsty Arabian warsteeds and flay the flesh from their bones with their dark powers. Their lively spirit remains bound to the bones now capable of carrying a man or undead tirelessly over league after league no matter what the terrain. These Skeletal Steeds are given to Nagash's elite, to spurn them on ever faster to greater acts of service to their lord.

M 8 / WS 2 / BS 0 / S3 / T3 / W 1 / I 2 / A 1 / Ld 5

Special Rules
Undead

Disciple of Nagash, the perverted master,
The more you struggle, the more he goes faster.
Give him breast, and give him bust,
The more you give the more he thrusts.
And as you all shall soon see, there is nothing that he will not conceive
Whether dark or whether weird, its guaranteed to make you real
But in the end we all see, he is the forum master and perverted seed.
Written by Mr Nightwere
(This post was last modified: 03-23-2010 11:20 PM by Disciple of Nagash.)
09-09-2008 12:07 PM
Find all posts by this user
Disciple of Nagash
The Perverted One
Admininstrators
Offline
Trade Count: (0)

Facebook
Posts: 13,108
Joined: Feb 2008
Reputation: 27
QuoterTVC MedalForum Award Winner
Zombies: 15,126


Post: #3
RE: Things that are certain

Core
Skeletons - Points/model: 8 - Voted in by this poll: LINK
As per VC except may take a magical banner worth upto 40pts



Zombies - 4pts per model - Voted in by this poll: LINK
Exactly the same as per the VC Army Book.



Nagashi Cultists - 10 pts./model - Voted in by this poll: LINK

Though ranked low in the plans of Nagash, these mortals follow him without question. The belief they have in their Dark Lord lends them a fanatical fury which they vent on those who would defy their god and master.

Cultist..... M 4 / WS 4 / BS 3 / S 3 / T 3 / W 1 / I 4 / A 1 / Ld 7
Champion: M 4 / WS 4 / BS 3 / S 3 / T 3 / W 1 / I 4 / A 2 / Ld 7

Unit Strength: 10-25

Equipment
Morning Star and Heavy Armour

May choose the following equipment upgrades (costs are per model):
Flails +1pts

Options:
-Any unit may upgrade one Cultist to a Musician for +5 pts.
-Any unit may upgrade one Cultist to a Champion for +10 pts.
-Any unit may upgrade one Cultist to a Standard Bearer for +10 pts.
-Any unit may give their Standard Bearer a magic banner of up to 40 pts.

Special Rules
Frenzy
Nagashi


N.B: If the army does not contain a Nagashi Captain, a cultist unit does not fill a minimum core requirement slot.



Favoured Ones - 7 pts./model

On the slopes of Nagahsizzar reside a a foul breed of humans. They swore themselves to Nagash long ago, and their ritual sacrafices to him long ago turned into macabre feasts of flesh and blood. Despite their cannabalism driving these foul ghouls insane, they still retain a low cunning and intelligence enough to use weapons. When Nagashs legions march to war, they follow in its wake, prowling along the flanks of his armies, hunting down their next meal.

Favoured One....... M 4 / WS 3 / BS 3 / S 3 / T 4 / W 1 / I 3 / A 2 / Ld 7
Greater Fiend....... M 4 / WS 3 / BS 3 / S 3 / T 4 / W 1 / I 3 / A 3 / Ld 7

Unit Strength: 5-20

Equipment
-Claws
-Throwing Spears

Options:
-Any unit may upgrade one Favoured One to a Greater Fiend for +7pts.

Special Rules
Nagashi
Skirmishers
Poisoned Attacks (also applies to thrown weapons)

The Dark Feast
The feasting of flesh is an honour to the Dark Lord, and none would deny the Favoured Ones their chance to show their devotion. In battle any they killed are devoured where they fall, an act that not even Dreadlords of Nagash would dare interfere with.
The Favoured Ones cannot pursue or overun. In addition no characters may join any units of Favoured Ones.



Black Riders of Nagash - Voted through in this poll: LINK

Riding ahead of the vast undead hosts of Nagash, these human followers of the Dark Lord spread fear and confusion to those that would oppose them

Black Rider of Nagash - 14pts per model
Rider......M 4 / WS 3 / BS 3 / S 3 / T 3 / W 1 / I 4 / A 1 / Ld 7
Steed....M 8 / WS 3 / BS 0 / S 3 / T 3 / W 1 / I 3 A 1 / Ld 5

Equipment:
Flails

Options:
Each rider may be equipped with Shrunken Heads for +2pts per model

Shrunken Heads
Theses terrible weapons are the shrunken heads of those that fight the Dark Lord's plans. Though not powerful, the fear and horror they create can be just as effective
Thrown Weapon. 8” range. 2x shots. Str2 and causes panic check when they wound.

Special Rules
Nagashi
Fast Cavalry

NB: Black Riders do not fill a minimum core requirement slot.

Disciple of Nagash, the perverted master,
The more you struggle, the more he goes faster.
Give him breast, and give him bust,
The more you give the more he thrusts.
And as you all shall soon see, there is nothing that he will not conceive
Whether dark or whether weird, its guaranteed to make you real
But in the end we all see, he is the forum master and perverted seed.
Written by Mr Nightwere
02-01-2009 02:13 PM
Find all posts by this user
Disciple of Nagash
The Perverted One
Admininstrators
Offline
Trade Count: (0)

Facebook
Posts: 13,108
Joined: Feb 2008
Reputation: 27
QuoterTVC MedalForum Award Winner
Zombies: 15,126


Post: #4
RE: Things that are certain

Special

Pinnacle Guard - Voted in by this poll: LINK

As Nagash sits on his throne atop Cripple peak, he is guarded by his most powerful servants. These mighty warriors are the Pinnacle Guard; undead champions of ancient human tribes raised to guard a new master. Armed with fell blades and clad in nigh-impenetrable armour they are a foe to be feared; never tiring, never fleeing, they strike down their enemies with deadly efficiency.

Pinnacle Guard - 14pts/model
Pinnacle Guard M 4 / WS 4 / BS 0 / S 4 / T 4 / W 1 / I 2 / A 1 / L6
Gate Captain M 4 / WS 4 / BS 0 / S 4 / T 4 / W 1 / I 2 / A 2 / L6

Unit size: 10+
Weapons and Armour: Hand Weapons and Heavy Armour

May choose one of the following equipment upgrades (costs are per model):

GW + 3pts
Extra HW +2pts
Halberds +2pts
Spears +2pts

May also purchase the following upgrade (costs are per model)

Shield +1pt

One Pinnacle Guard may be upgraded to a Musician for +6 pts
One Pinnacle Guard may be upgraded to Gate Captain for +12 pts
One Pinnacle Guard may be upgraded to a Standard Bearer for +12 pts
May have a magic standard worth up to 65pts

Special Rules:
Undead
Wight Blades
Will of the Master

Will of the Master
Created to protect the masters of Nagash's Legion, these warriors stand firm against any odds.
If the unit is joined by the Body or Spirit of Nagash, or a Disciple of Nagash, the character may be placed in the middle of the unit (or as close as possible) but may still cast any spells that do not require LOS. Also the unit does not count as having flanks or a rear when working out CR. Lastly, the unit may use the 'Look out sir' rule even if only one soldier remains.



Wraithwisps - 85pts per base - 0-2 units per army - Voted through in this poll: LINK

These dreaded creatures are amongst the most frightening under Nagash’s control. Unlike the paltry swarms of mewling spirits that the follow the armies of necromancers and vampires, these are truly the shades of death. They are the souls of killers, torturers and rapists plucked from the deepest levels of hell, and they return to attack the living with unrivalled hate.

M 6 / WS 3 / BS 0 / S 4 / T 3 / W 4 / I 3 / A 4 / Ld 6

Equipment
Hand Weapons

Special Rules
Undead
Ethereal
Terror

Tortured Souls
Just as they were in life, these shades are full of rage and anger. They hate the living even more so and exact their revenge in an unending orgy of bloodshed.
The Wraithwisps have the Frenzy and Hatred special rules. Such is their anger they may re-roll to hit in every round of combat, plus they can never loose their Frenzy or Hatred.



Pinnacle Knights - 22pts


The macabre knights of Nagashizzar are bound by the same fell sorceries that animate the Pinnacle Guard and are armed with the finest weapons crafted in the dire forges of the Great Necromancer's mighty fortress. Like an unholy tide they storm across the battlefield, a silent host of rotten cavalry, terrifying to behold. They fear neither death nor pain, seeking only to bring them to those who would oppose their lord. Few mortals can look upon the Pinnacle Knights without despairing, and fewer still can resist their ferocious assault.


Pinnacle Knight - M 4 / WS 4 / BS 0 / S 4 / T 4 / W 1 / I 2 / A 1 / L6
Gate Marshal - M 4 / WS 4 / BS 0 / S 4 / T 4 / W 1 / I 2 / A 2 / L6
Dead Horse - M 8 / WS 2 / BS 0 / S3 / T3 / W 1 / I 2 / A 1 / Ld 5

Unit size: 5+
Weapons and Armour: Hand Weapon, Full Plate.

May choose the following equipment upgrades (costs are per model):
May take one of the following: Barding (+3pts), Scythed Barding (+5pts)
May take one of the following: GW (+3 pts), Flail (+3pts), Additional Hand Weapon (+3pts)

One Pinnacle Knight may be upgraded to a Musician for +8 pts
One Pinnacle Knight may be upgraded to Gate Captain for +16 pts
One Pinnacle Knight may be upgraded to a Standard Bearer for +16 pts
May have a magic standard worth up to 65pts

Special Rules
Undead
Wight Blades


Deathly Skill
The Pinnacle Knights are the Deathly outriders of Nagash's host. Their steeds are little more than an extension of their will, and move with but a thought. This leaves the knights free to wield their weapons with both hands, swinging great flails or carving throught the enemy with wicked blades in each hand.
Pinnacle Knights may fight with an additional hand weapon as if they were on foot, this means they gain the +1A if an additional hand weapon is chosen.

Scythed Barding
Barding. When equipped with this Skeletal Steeds gain +1 strength on the charge as if they were armed with spears.



0-1 Locust Swarm - 35pts per base
Unit size 3+
In the desert of Nehekhara, despite the unforgiving sun, some creatures cling to life. Occasionally, when the rains come down and bring life to the river, vast swarms of Locusts emerge from the ground, drawn by the moisture in the air. These insects are voracious and hungry, and spend their short lives hunting for food along the river, devastating swathes of land. However, unlike in other parts of the Old world, these insects do not die. Foul necromancy from Nagashizzar spreads across the land and infuses these insects with unholy vigour. Flying in front of Nagash’s legions, these swarms spread death and disease, devouring anything they come across.

M 1 / WS 2 / BS 0 / S 2 / T 2 / W 3 / I 2 / A 3 / Ld 10

Special Rules
Swarm
Fly
Poison

Droning Horror

Fused with the dark magic of the Supreme Lord of Undeath, the drone of the swarm takes on a horrifying sound that cannot be ignored. It grates on their senses, setting their nerves on edge and even the stoutest warrior hesitates as the swarm bears down on him
Any enemy unit within 6” of a Locus Swarm must pass a Ld test if they wish to fire a missile weapon, or in the case of wizards, if they wish to cast a spell. If failed they cannot ignore the drone of the swarm and suffer a -2 to any to hit roles. In the case of warmachines that fail and do not roll to hit, the player controlling the swarm can choose to make the warmachine player re-roll the artillery dice. This rule also applies to stand and shoot if the swarm charges a unit, however in this case there is no range limitation. Any wizards that fail the test will miscast on double if they roll a double ‘2’ in addition to the normal double ‘1’.
This rule does not affect units that are Immune to Psychology.



Necrophytes - 20pts per model

Necrophyte.................M 4 / WS 2 / BS 0 / S 3 / T 3 / W 1 / I 2 / A 1 / Ld 7

Unit size: 5-10 Necrophytes

Unit restrictions: 0-1 unit per 2,000 points

Weapons: Hand Weapon

Armour: None

Special rules:
Skirmisher
Nagashi
Thrall magic
Shrouded



Thrall Magic
Although not having mastered the black arts yet, necrophytes are still able to channel a moderate amount of dark magic. Unable to create or control thier own undead...yet, they help channel thier masters power through his unliving minions. In battle neophytes embolster and empower the link between the undead and thier master, working together to channel his dark reach into the outer edges of a battlefield. It is in this way that necrophytes first learn to control the undead.
Before using this power you must select one model to be the "Locus" for that turn. The Locus can change from turn to turn.
Roll on the following table at the start of every Legion turn:
1-5 Necrophytes still alive: 1D6+1
6-10 Necrophytes still alive: 2D6+2

The total is the range from the Locus in which any Undeads unit may march move for that turn only. Only units that are in this range at the start of the Legion turn may march as per the BRB.

In addition any Undead unit that is within this range and suffer from crumbling at any point until the start of the next Legion phase (check distance at the time when the crumbling would occur), they suffer one less wound than normal.

The benefits described in Thrall Magic are not usable while the Necrophytes are fleeing.

Shrouded
The Necrophytes of Nagash are not warriors, and only take to the battlefield to further their training in necromantic lore. As such they shroud themselves in the darkest of shadows and avoid the enemy at all cost
The Necrophytes may not willingly charge the enemy. Any enemy attempting to shoot or cast at the Necrophytes suffer -1 to hit or -1 casting roll. This is in addition to the normal -1 to hit for being skirmishers.

Disciple of Nagash, the perverted master,
The more you struggle, the more he goes faster.
Give him breast, and give him bust,
The more you give the more he thrusts.
And as you all shall soon see, there is nothing that he will not conceive
Whether dark or whether weird, its guaranteed to make you real
But in the end we all see, he is the forum master and perverted seed.
Written by Mr Nightwere
03-05-2009 09:37 PM
Find all posts by this user
Disciple of Nagash
The Perverted One
Admininstrators
Offline
Trade Count: (0)

Facebook
Posts: 13,108
Joined: Feb 2008
Reputation: 27
QuoterTVC MedalForum Award Winner
Zombies: 15,126


Post: #5
RE: Things that are certain

Rare

Ancient Warrior - 230 pts - Voted in by this poll: LINK

With Controller Alive
M 4 / WS 8 / BS 0 / S 5 / T 4 / W 8 / I 8 / A 5 (6) / LD 10

With Controller Dead
M 4 / WS 4 / BS 0 / S 5 / T 4 / W * / I 4 / A 2 (3) / LD 5

Equipment
Two Hand Weapons
Heavy Armour

Special Rules

Undead

Forgotten Lore
The warrior has knowledge of martial techniques forgotten may years ago.
At the start of each round of combat the Ancient Warrior may choose to re-roll either his to hit rolls or or to wound rolls.

Power Strike
May choose to swap all its attacks for 1 S10 hit, that causes D6 wounds, these benefit from the forgotten lore rule.

Controller
For the warrior to work at its optimum it must have a controller. There *must* be at least magic user in an army with an ancient and one must be nominated to be the ancients controller. The controller cannot be the armies general.The controller and ancient do not have to stay near each other and operate as normal.
Whilst the both controller and ancient are alive the following applies:
The controller loses 1PD and 1DD in the relevant magic phases.
Ancient has the following benefits
  • Uses the top profile
  • May march move as per the BRB
  • Regeneration
  • Always Strikes First
  • Immune to Killing Blow
  • Magic Resistance (2) against enemy spells only
  • Power Strike as detailed below

If the Controller dies the Ancient loses all the above abilities, and uses the lower profile. In regards to the wounds, halve the remaining amount rounding *down*, this will mean if it has only one wound when the controller dies, the Ancient will die as well. The Ancient also suffers from Crumbling as if the general has died (NB - The general dying has no effect on the Ancient)
If the Ancient dies the controller regains the lost 1PD and 1DD and may use them as normal.





Spectral Cavalry - 65pts each - Voted through in this poll: LINK - Limit: 1 unit per 2000pts
Unit size: 4-10

Spectre - M 4 / WS 4 / BS 0 / S 4 / T 4 / W 1 / I 3 / A 2 / Ld 5
Champion M 4 / WS 4 / BS 0 / S 4 / T 4 / W 1 / I 3 / A 3 / Ld 5
Mount - M 8 / WS 2 / BS 0 / S 4 / T 3 / W 1 / I 2 / A 1 / Ld 2

Equipment:
Spears
Spirit Armour

Options:
-Any unit may upgrade one Specter to a Musician for +20 pts.
-Any unit may upgrade one Specter to a Standard Bearer for +25 pts.
-Any unit may upgrade one Specter to a Champion for +25 pts.
-Any unit may give their Standard bearer a magic banner of up to a total of 90 pts.

Special Rules:
Terror
Undead

Insubstantial -
As per the VC rulebook with the following addition:
They may also charge or march through friendly units as long as they fully clear the friendly unit at the end of their movement, if they fail to clear it either counts as a failed charge if the unit was charging, either way if the remaining movement takes them into the unit they will stop when they touch the friendly unit.
Any friendly unit that the Spectral Cavalry move through either suffer D6 wounds as per crumbling if they are undead, or if alive must take a panic check.
This ability is lost if a character joins the unit.

Spirit Armour
Grants the bearer 2+ armour save, and a 5+ ward save. The ward save does not work vs magical attacks. Movement is not affected by this armour.

Deadly Touch
Attacks do not allow armour saves and count as magical.

Spectral Wind
At the end of the combat phase, if the unit has won combat but not broken the enemy they may choose instead to leave combat by passing through the enemy unit. Roll 3D6 as if pursuing out the back of the enemy unit, providing the distance rolls clears the enemy unit place the Spectral Cavalry appropriately. If the roll is not enough to clear the enemy unit the spectral cavalry remains in position and the enemy will strike first next next combat phase unless their weapons or other special rule prohibits them from doing so (i.e GW), the enemy does not gain any other bonus's i.e strength bonuses.
This ability cannot be used if the Spectral Cavalry has been charged in the flank or rear.
This ability is lost if a character joins the unit.



The Black Shards – 275pts – 1 per 2000pts - Voted through by this poll: LINK

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.



Bone Thrower - 50pts - Voted through in this poll: LINK

Thrower ..........M - / WS - / BS - / S - / T 7 / W 3 / I - / A - / Ld -
Siege Cadaver M 4 / WS 2 / BS 2 / S 3 / T 3 / W 1 / I 2 / A 1 / Ld 5

Unit Size: 1
Crew: 2 Siege Cadavers (Note: The crew can never be increased past its starting size, however it they can be raised back even if both are killed, as long as the Bone Thrower has not been destroyed.)
Weapons and Armour: The Skeleton crew have light armour and hand weapons
Range: 48"
Strength: 5
Damage: D3

Special Rules:
Undead
Bolt Thrower (pierces ranks as per the BRB)
Enscorcelled
Made from the thigh bones of giants, the bolts are fused with magic by the Disciples of Nagash, designed to make sure they do not miss their target
Shots from the Bone Thrower do not suffer from negative range modifiers apply to the shots. All other positive and negative modifiers apply as normal.

Upgrades:
Cursed Ammunition - 25pts
Wrought with runes of death, these deadly bones cause the flesh to rot with the slightest scratch
The player may re-roll any wound caused by the Bone Thrower. They still benefit from the Enscorcelled special rule. The upgraded shots also count as magical.

Upto two Bone Throwers may be taken as a Special choice

Disciple of Nagash, the perverted master,
The more you struggle, the more he goes faster.
Give him breast, and give him bust,
The more you give the more he thrusts.
And as you all shall soon see, there is nothing that he will not conceive
Whether dark or whether weird, its guaranteed to make you real
But in the end we all see, he is the forum master and perverted seed.
Written by Mr Nightwere
03-05-2009 09:38 PM
Find all posts by this user
Disciple of Nagash
The Perverted One
Admininstrators
Offline
Trade Count: (0)

Facebook
Posts: 13,108
Joined: Feb 2008
Reputation: 27
QuoterTVC MedalForum Award Winner
Zombies: 15,126


Post: #6
RE: Things that are certain

Special Characters

The Body and Spirit of Nagash - 1200pts - Voted in this poll: LINK

Nagash is a Lord and a Rare choice and must be the army general.

The Nagash special character consists of two models; the Spirit and the Body, which deploy at the same time but can operate independently during the game. Note the Spirit is considered separate at the start of the game and no wounds need sacrificing for it to leave Nagash's body.

The Body
The withered form of the Master of Necromancers sits upon his throne, borne aloft by his most loyal servants; the Pinnacle Guard. They serve him in death as they did in life, and will forever serve their lord.
The unit consists of 1 Body of Nagash model (which counts as the four models it displaces for rank purposes) and 11 Pinnacle Guard equipped with GW, HW, Heavy Armour & Shields.

Body of Nagash - M * / WS - / BS - / S - / T 6 / W 7 / I - / A - / Ld -
Pinnacle Guard - M 4 / WS 4 / BS 0 / S 4 / T 4 / W 1 / I 2 / A 1 / L6
* The body moves along with the Pinnacle Guard at their standard rate. If 4 or less Pinnacle Guard are left the unit cannot move.

Equipment
Black Armour of Nagash
The Ninth Book of Nagash
The Staff of Power

Options:
Additional Pinnacle Guard upto a max unit size of 30 for +19 pts per model
One Pinnacle Guard may be upgraded to a Musician for +10 pts
One Pinnacle Guard may be upgraded to Gate Captain for +20 pts
One Pinnacle Guard may be upgraded to a Standard Bearer for +20 pts
May take a magic standard worth upto 75pts

Special Rules:

Undead
Terror


Protect until the last
Empowered by their Lord and Master, the Pinnacle Guard will stop at nothing to protect him
The body must be placed in the centre of the unit (or as near as possible). It will only move into the front rank when there are insufficient ranks.
The Body of Nagash cannot be challenged.

Seat of the Spirit
Intrinsically tied together, the spirit cannot survive without the body
If the Body is killed, the Spirit of Nagash is automatically destroyed, and regardless of VP the Legion can only achieve Minor Loss at best.


The Spirit of Nagash

When detached from the body the Spirit is a US1 skirmisher.

M 6 / WS 8 / BS 5 / S 4 / T 4 / W 3 / I 6 / A 4 / Ld 10

Equipment
None (benefits from items carried by the Body of Nagash, See Item entries)

Special Rules:
Undead
Terror
Ethereal
Fly
5+ Ward
May not join units


Level 4 Wizard (due to the Powers of the Ninth Book of Nagash knows all spells from the Lore of Nagash, and may choose four other spells from the Lores of Shadows, Death, Fire or Metal). All magic is cast by the spirit of Nagash, and as such the range for all spells must be measured from the spirit. If the spirit occupies the body, then all ranges are measured from the body.

May cast all four Rituals per turn.

Creator of Necromancy
As the creator of this foul art, Nagash knows it better than anyone one else, and casts it with unparalleled skill and power.
Nagash generates one extra PD and DD in the relevant magic phases than normal, and he gains +2 to casting form the Lore of Nagash, +1 to cast from any other Lore.
Any Rituals cast by him are at power level of D3 + 6.
In addition any miscasts made when casting from the Lore of Nagash are immediate ignored. The spell fails and the magic phase is immediately ended.
There is also no limit to the amount of PD Nagash may use to cast a spell.

Chained
Whilst his spirit his free to roam, it can never escape the link to his body, and must return there when grievously hurt.
If the Spirit is reduced to 0 wounds by any means then it is immediately forced back into the Body of Nagash. This includes normal instant kill items or spells, such as Infernal Gateway.
Whilst the spirit and body are combined, the Spirit may still attack any enemies in BtB using its own stats, and may cast magic as normal. However any attacks directed back must be made against the Body.
At the start of Nagash's next turn he may attempt to once more leave his body providing his body is not directly in combat. To do so the Spirit must drain 3 wounds off the Body, therefore the body must have at least 4 wounds remaining. The Spirit may then be placed within 12" of the body, however may not move that turn. The wounds drained from the body may be healed as normal.

Black Armour of Nagash
Forged from a meteorite that crashed into Crippled Peak, this armour has formed a second skin on Nagash's body, proving to be nigh on impenetrable.
Grants 2+ Armour save and 4+ Ward save

Staff of Power
Nagash's withered hands still hold this potent artefact, which the ancient Liche created to aid him with his most devastating spells
At the end of each magic phase the Staff more store upto 2 unused PD / DD, which then may be used in the following magic phase. These can be used by the Spirit of Nagash only. The staff starts the battle with 1PD already stored.

Ninth Book of Nagash
The final Book of Nagash has never been seen by any other that the Great Lord of Undeath. Though there are many copies, none contain the full power or knowledge contained in this sacred tome.
This book combines the effects of all the previous Books of Nagash (1 to 8).
Due to the powers of the Books, the powers benefit either the Body or the Spirit as follows:
Body - Benefits from the effects of Books 2, 4, 5
Spirit - Benefits from effects on Books 1, 3, 6, 7, 8



Arkhan the Black ...................620 pts.- Voted in this poll: LINK

M 4/WS 8/BS 4/S 5/T 5/W 4/I 6/A 5/Ld 10

Magic
Arkhan is a Lvl 4 wizard. He may choose spells from either the Lore of Shadows, Death, or Nagash.
He may cast all four Rituals of Nagash per magic phase thanks to the Staff of Damnation

Equipment:
(All Arkhans equipment is considered the superior original version of the copies seen used by the Vampire Counts)

The Tomb Blade of Arkhan
The sword was fashioned by Arkhan countless years ago, the enchantments within stealing the souls of those it slays infusing it master with necromantic might
For each model killed by this blade, a unit or model within 12" is healed, which can be Arkhan himself. This may not take wounds or a unit above their original starting number / size

The Book of Arkhan
As the most trusted of Nagash's Dread Lords, this book was gifted by the Dark Lord to wreak havoc in his name
This Book combines the abilities of Books 4 & 7 of the Books of Nagash. This means he may add 1PD to any casting attempt which cannot cause IF, but may still cause a miscast, and any enemies within 6" suffer -1 to their to hit roles for combat or shooting.

The Staff of Eternal Damnation
The skull atop this black staff glows with baleful magic, it's power driving the dead around it on with terrible hunger
Allows Arkhan to cast all 4 Rituals of Nagash per magic phase instead of the normal 2.

The Scarab Armour
Surrounding the Dread Lords body is a cloud of enchanted Scarabs. These creatures will protect their masters life and will throw themselves in front of any perceived threat.
Confers a 4+ ward for the Bearer and any mount.

Special Rules:
Undead

Master of Undeath
Arkhan gains a +1 to cast spells from the Lore of Nagash. This is in addition to the normal +1 for a total of +2.

The Right Hand of Nagash
Unless Nagash is present, Arkhan must be the armies general. He also causes Terror

The Black Tower
Through his superior tactical knowledge and the abilities of his tower, Arkhan always strikes when it will prove most advantageous to him.
Any army with Arkhan as the general may add +2 to the roll, to see who gets the first turn.

Mount(one choice only)
The Manticore Chariot - 265pts
This hellish construction was made by Arkhan from the remains of a Manticore he slew with his bare hands. Fused together with a Khemrian chariot it has carried its master loyally for hundreds of years, its claws and teeth killing as it did in life.

Counts as monster with the following profile:
M 8/WS 3/BS 0/S 5/T 5/W 5/I 3/A 4/Ld 4

Special Rules
-Undead
-Massive Bulk
The bulk of this creature of nightmares causes horrific damage as it ploughs into the enemy, its wheels, claws and fangs tearing apart its foes with ease
Causes D6+4 S6 impact hits upon charging, however it makes no other attacks for that turn.
-Fly
-Large Target
-Creation of Arkhan: Should Arkhan be killed the Manticore Chariot is also destroyed immediately.





The Crone in the Pyramid -220pts - Voted in this poll: LINK

Once Nagash had learned the art of Dark Magic from the dark Elves that had been stranded on his land, he discarded them, killed them without further thought. The corpse of the strongest, the Elven Sorceress was entombed in the Black Pyramid believing her corpse would draw more of the dark winds to its peak.
It was not until many years later that it was discovered she was still alive. Though blind and maimed she still possessed powerful magic and hatred had fuelled her insanity. Realising the potent weapon she could become Nagash took her, using her to subvert the magic of enemies, her cries of rage and pain horrific to all those who heard her. However she is a fickle weapon at best, as she hates Nagash more than any and at times she can prove just as deadly to those she serves.


M4 WS3 BS3 S3 T3 W5 I3 A2 Ld9

The Crone has two handlers whose attacks etc are incorporated into the above stat. The fight and move as a monster but are not subject the monster reaction table and cannot be chosen as a mount. She is also not affected by spells that would affect monsters.

Special Rules

Undead
Terror
3+ ward save
US3
Immune to KB and poison

The Screams of Agony
This is a shooting attack with a range of 18", does not require LOS and can be used on units that are in combat. If the Crone is in combat it can only be targeted against a unit she is in BtB contact with. Roller 3D6 and deduct the target's Ld, for each point over the target's Ld it causes a wound with no armour saves allowed.
When the crone finally dies, she emits one last wailing pierce against the unit that killed her. This is made after her death but before combat resolution is calculated if applicable. If killed by a ranged attack the wail will only afflict the enemy unit if it is within the wail's 18" range.
It is affected by Against Her Will as described below.

Magical Distaste
Any enemy wizards who attempt to cast a spell whilst they are within 12" of the Crone, or the target of their spell is within 12" of the Crone will suffer a miscast on a roll of any double. In the case of a single die casting, a roll of one will result in a miscast. The range is measure after the spell is cast.
It is affected by Against Her Will as described below.

Against Her Will
At the start of every turn (your's and your opponents) the Crone must take a Ld test. This must be taken using her own Ld (subject to any modifiers due to spells etc. This test cannot be re-rolled for any reason, the first result always applies. If failed her handlers fail to control her for that turn and the following apply:
-She may not move that turn unless it is compulsory (from a spell for example).
-In her shooting phase she must target the closest unit with her scream, regardless of whether it is friend or foe. If there are multiple choices at the same distance roll off for the target
-In the magic phase her magical distaste affects friend and foe.
-She may not attack in combat and any attacks directed at her hit automatically.

Weapon
The Crone has little mind of her own. She may not be the armies general nor can she pass her leadership onto other units.

Disciple of Nagash, the perverted master,
The more you struggle, the more he goes faster.
Give him breast, and give him bust,
The more you give the more he thrusts.
And as you all shall soon see, there is nothing that he will not conceive
Whether dark or whether weird, its guaranteed to make you real
But in the end we all see, he is the forum master and perverted seed.
Written by Mr Nightwere
03-05-2009 09:38 PM
Find all posts by this user
Disciple of Nagash
The Perverted One
Admininstrators
Offline
Trade Count: (0)

Facebook
Posts: 13,108
Joined: Feb 2008
Reputation: 27
QuoterTVC MedalForum Award Winner
Zombies: 15,126


Post: #7
RE: Things that are certain

Magic Items of the Legion of Nagash

Common Magic Items
Power Stone - 20 pts
As described in the Warhammer rulebook.

Dispel Scroll - 20 pts (cheaper due to the heavy magic item nature of this army)
As described in the Warhammer rulebook.



Magic Weapons - voted through by this poll: LINK

Blade of Souls - 100pts
Invisible to the naked eye, this weapon bound by Nagash himself cuts not not through flesh, but through the very soul of its victims. One bite, one scratch from the sword will cause the most grievous damage
Cancels out armour and regeneration saves, and also causes D3 wounds per successful wound. If a 6 is rolled to wound the blade also cancels out ward saves.

The Wraith Sword - 70pts
Trapped within this sword is a powerful wraith, it's cold aura striking terror into foes whilst bypassing their defences
Causes terror and does not allow armour saves.

Dagger of Betrayal - 45 pts
This dagger positions itself to strike deep into the heart of its victim, filling their heart and soul with malice and hatred as they die.
Can only be used in challenges. When the model targeted suffers it's first wound from this dagger, all other attacks from both models are discounted. The target model immediately directs a full round of attacks against either it's unit or itself (owning players choice) which benefit from any magic items the model may be carrying. In every subsequent round of combat, the model takes a leadership test. If passed, it regains control and can attack as normal, if failed, it directs all of its attacks against its own side as described above. If not in a challenge, it just counts as a magic weapon.

Balista of Rampart Smashing - 30pts
When the undead mercenary Varison led the Siege of Glósolií in Kislev, it is said he brought down the gates with a single charge from this legendary lance.
One use only. Lance. At any point during the battle that the bearer charges, he may decide to activate the lances power. He must declare this before that start of that turns combat. For that turn only all attacks are resolved at S10, and cause D3 wounds. After this turn the Lance counts as a mundane lance for the remainder of the battle.

Draining Voulge - 35pts
This heinous weapon is saturated with dark magic, and it takes tremendous will power to resist a blow from it. Those who do not have the strength feel their bodies weaken and grow frail in seconds, and are soon little more the desiccated husks.
Great Weapon. After every successful hit, the target must take a Toughness test. If failed, the affected model immediately takes one wound unsaveable by any means. You may then roll to wound as normal. If passed, roll to wound as normal.

Daggers of Arachnos - 35pts
Created from the fangs of the gargantuan spiders that inhabit Mount Arachnos, these vicious blades prove deadly to any that feel their touch
Counts has two handweapons. The bearer gains poisoned attacks that work on a roll of 5+ to hit, instead of the normal 6+.

Bane of the Beasts - 25pts
This crossbow was once used by the dwarfs of Karak Azgal before it was overrun, designed to destroy the monstrous creatures that assaulted their hold. Stolen by Nagash's servants, it has been tainted by warpstone and the cursed barbs can fell even the mightiest opponent.
Crossbow. When used against units with the Monster rule it hits on 2+, and if a 5 or 6 to hit is rolled it automatically causes D3+1 wounds. If used against a monster that has a rider, if it successfully hits the shot does not get randomised, it automatically gets allocated to the monster.Against any non-monster targets it simply counts as a magical crossbow.

The Dead Crescent - 10pts
Though light and fragile, this blade unerringly finds its mark, striking where it will hurt the most.
-1 S. Confers the Killing Blow ability.



Magic Armour - voted through by this poll: LINK


Note: A Disciple of Nagash may select any magical armour. This is an exception the BRB excluding characters from choosing magic items if they do not have access to their mundane equivalent.

The Armour of Obsidian - 70pts
This black armour is fashioned from pure obsidian, providing total protection from those that would use magic against the bearer.
Heavy Armour.All magic items in BtB contact are nullified and are mundane versions. The bearer may not carry any other magic items (except the book of Nagash). A wizard wearing this armour may not cast spells or rituals. It also grants Magic Resistance (3)

Armour of Deathly Empowerment - 65pts
The seemingly old and decrepid armour is more than it seems, for when its thirst for magic is slaked it makes the bearer unstoppable.
Light Armour that confers a 5+ ward. At the start of each magic phase the bearer can choose to fuel the armour with PD or bound spell (such as a Ritual of Nagash).
For each expended PD / bound spell the the bearer may add +1 to either their S, T or A characteristics, upto a maximum of two per characteristic. Each dice also boosts the ward save by +1 upto a maximum of a 3+ ward save. The armour resets at the start of each Legion magic phase.

The Armour of Stone - 60pts
Though seemingly useless, this bulky armour is nonetheless tougher than steel
Heavy Armour. Grants the bearer +1W and +1T. The bearer also looses -1M, -2I and cannot be mounted.

Helm of the Lightning Dead - 35pts
This item fills the user with unnatural vigour, enabling them to strike with blurring speed.
6+ armour save that may be combined with armour, shield etc as normal, it may also be combined with other armour. Also confers the ASF ability.

The Shroud of the Liche - 35pts
This flowing cloak covers it wearer in darkness, making him virtually invisible
Light Armour. Confers a 5+ ward

Skeletal Carapace - 30pts
This armour slowly fuses to the wearers skin, imbuing them with tremendous resilience and granting the strength to resist attacks that would slay others in an instant.
Heavy Armour. The model wearing this armour may only ever suffer one wound per attack inflicted. For example the bearer can only ever suffer 1 wound from a cannonball. This also includes the Killing Blow rule - if a 6 to wound is rolled the bearer will only suffer one wound, however it will still cancel armour and regeneration saves.

Bronze Buckler - 25pts
This ancient Nehekharan shield was master forged many years ago. Such was it's design that no mundane weapon could destroy it
Shield. The bearer gains a 4+ ward that is negated by magical attacks.



Enchanted Items - voted through by this poll: LINK

Touch of Ages - 50pts
These twin blood red rubies sit in the bearers palms, held in place by intricate gloves of silver. When ready they cause power to pulse through the bearers hands, as he grabs his foe in a vice like grip. In seconds their body is aged by hundreds of years, reducing muscle and flesh to dust.
Bound Spell - Level 5. At the start of combat the bearer may choose to forgo his normal attacks. Instead choose one model in BtB combat (if in a challenge this must be the model involved in the challenge). Both players then roll D6 and add their basic strength. The bearer then adds 3 his score. For every point he beats the other player he inflicts one wound, no armour or regeneration saves are allowed. If the bearer fails to beat the other players score no damage is caused.
If the Touch of Ages is successfully cast it runs out of power for the remainder of the battle. If unsuccessful rolll 1D6, on a roll of 1 it runs of of power for the remainder of the battle. On 2-6 another attempt at casting may be made in the next Legion magic phase.

Gauntlets of Dread Intellect - 40 Points
Once the gauntlets are donned, the bearer's sword arm moves with a will of its own. Suddenly all of the attacks strike true, and inflict damage far more grievous than they could have done on their own
In combat the bearer may choose to either re-roll to hit or re-roll to wound. This must be declared at the start of each round of combat. In addition it grants the bearer the Armour Piercing ability

Mantle of Ritual Mastery - 35pts
This cloak is covered with forgotten runes. Whenever the bearer performs a ritual of Nagash, spectral voices echo his words, adding its dark power to the bearer's
The wielder of this cloak adds +1 to the casting values of all of its rituals.

The Black Jar - 30 points
The Mortuary Cultists canopy jars are seen as symbolic within the cult. The higher ranking of the priests carry particularly intricate jars. These jars contain scarab beetles that are more vicious than the standard ones. These beetles are infused with dark magic, binding them to the Priests will.
DoN & Mortuary Priests only. This jar replaces the standard Scarab Jar carried by a DoN or Mortuary Priests. The bearer may make a breath weapon attack every one of the bearer's turns, at +1S of the normal jar they would carry. This breath attack is classed as magical.
Every time the jar is used roll D6 straight after. On a roll of 1 it exhausts its powers and cannot be used for the remainder of the battle.

The Necromancers skull - 20pts
This used to be the head of Kadon, the necromancer who found the Crown of Sorcery and with it built Mourkhain. Now, it still seeks to control all magic, and draws it to the bearer.
Every time a wizard of the opposing army rolls a miscast, the bearer may cast one Ritual that is chosen at the start of the battle. He may do this even if he cannot normally cast Rituals.

Eye of the Dark Lord - 15 points
One Use Only
This trinket is a little black box containing an eye of the Necromancer. It contains his cold hard stare and when opened, deters all enemies from coming within its gaze.
The bearer of the Eye of the Dark Lord may declare its use whenever an enemy charges the bearer or their unit. The enemy is forced to re-roll their leadership test for charging a fear causing opponent. If, for whatever reason, the enemy is immune to fear, they must still roll a test to charge the unit anyway.



Talismans - voted through by this poll: LINK

Gem of the Supreme - 50pts
This magical gem is infused with the blood and souls of the mightiest warriors of Nagashizzar. The gem hates nothing more than magic and will stop most magic dead. The efforts required to do this take their toll on the gems bearer though, and the gem has had many owners through the ages...
This gem counts as a dispel scroll, however every time it is used the bearer suffers an automatic wound that ignores armour saves. The gem can be used multiple times in the same magic phase.

Sacrificial Stone - 50pts
Linked to the soul of its bearer, this innocuous rock sustains them to the detriment of their followers.
At the end of every turn the bearer may choose to sacrifice two wounds on the unit he is in (distributed as per shooting, with no saves of any kind allowed) and regain one wound of his own. The stone may be used more than once at the end of the turn. The stone has no effect if the bearer is not in a unit, and cannot be used to gain wounds above the bearers starting number of wounds.

Key to the Grey Vault - 55pts
One Use Only
This talisman bears the power to briefly tear through the veil between dimensions, allowing the user to take on the aspect of the restless denizens of the Grey Vault.
This item is used at the beginning of any of the bearers turns. Until the end of the turn in which this item is used, the bearer and any unit he is with gain the Ethereal special rule

The Gem of Souls - 40pts
Trapped within defeated souls rage, crying for the blood of the living.
Grants 4+ ward. The bearer is subject to frenzy and can never lose it, but does not benifit from the usual +1 attack or becoming Immune to Psychology.

Shadow Shard - 25pts
One Use Only
This mystical gem activates when its bearer suffers harm, quickly removing them out of danger
As soon as the bearer suffers one or more wounds in combat roll D6. On 2+ the bearer may move out of combat upto 20", in a direction determined by the scatter dice. Discount the hit and any further hits / or wounds from the bearers opponent. The bearer cannot move into contact with an enemy unit, but may join another friendly unit providing they are not in combat. On a roll of one the gem fails to work and is destroyed.

The Ghoul's Fang - 20pts
Once belonging to Vorag Bloodytooth, this fang retains some semblance of Vorags spirit, instilling a terrible bloodlust into the bearer. if it is destroyed however, this influence will soon wear off.
The model with the tooth gains frenzy that cannot be lost by normal means. Also, when the model suffers its first wound, it is discounted, and the Fang is destroyed, meaning the bearer looses it's frenzy.



Arcane Items - All items voted by one poll: LINK
The Books of Nagash
These tombs of ancient power possess the knowledge of the Great Necromancer himself. Re-written after his resurrection, a copy is given to each Neophyte when he joins the ranks of the Legion. As he progresses up through the ranks, he gains access to the more powerful and rare books. The ninth book is reserved for the Dark Lord himself, as he guards his most devastating magics closely.

All magic users must choose one book and only one book. Duplicate copies of a book cannot be taken until all available books have been chosen, after which you may take copies. e.g. If you have 3 Level 1 casters, then books 1 & 2 must taken, while the third caster has a choice between a duplicate of book 1 or book 2.

The books are limited by caster level as follows:

Lvl 1 - may choose between books 1-2
Lvl 2 - may choose between books 1-4
Lvl 3 - may choose between books 1-6
Lvl 4 - may choose between books 1-8

The book does not count towards the character's magic item allowance, nor can it be negated by any means (e.g. Law of Gold, Vaul's Unmaking, etc).

Book 1 - The Book of Summoning - 25pts
Once per magic phase the bearer may re-roll all dice when casting a summoning / healing spell to see how many models / wounds are raised or healed. In the case of the Great Awkening, you may only re-roll the dice for one unit.If re-rolled, you must abide by the second result.

Book 2 - The Book of Binding - 25pts
If a unit containing the bearer suffers wounds due to CR, this book will negate D3 such wounds to the unit itself. The book has no effect against CR wounds inflicted upon the bearer.

Book 3 - The Book of Control - 40pts
At the start of each combat phase, the bearer may select any unit with the Undead rule within 24". The target unit gains +3 WS and +1 I during that combat phase.

Book 4 - The Book of Fear - 40pts
All enemy troops within 6" of the bearer suffer -1 to their shooting and close combat rolls to hit.

Book 5 - The Book of Everlasting - 60pts
The bearer adds D3+1 to his unit's CR at the end of combat. This has no effect if the bearer is not within a unit.

Book 6 - The Book of Undermining - 60pts
In your opponents magic phase you may re-roll upto D3 of your opponents casting dice. This may be the dice from one spell, or split over multiple spells. Your opponent must stand by the second result. This may cause a miscast or IF.

Book 7 - The Book of Power - 75pts
Each magic phase the bearer may decide to add an additional power die to each spell cast. This decision can be made after rolling the initial power dice for the spell, but the additional die cannot cause IF but can still cause a miscast.

Book 8 - The Book of Knowledge - 75 pts
The bearer knows all spells from the Lore of Nagash and may choose another four spells from the Lore of Death, Shadows and Metal. The bearer may choose spells from multiple Lores.



Magic Standards - voted through by this poll: LINK

Standard of Lifelessness - 125pts
This standard hungers for the life essence of its enemies. Urged by the dead that march under it, it consumes the will and souls of those nearby.
For every rank consisting of at least 5 models the owning unit has, enemies within 6" get -1 Ld for the purpose of breaking. For example for 3 ranks, enemy units would suffer -3 to their Ld. This modifier effects Ld based tests and attacks.

The Hunger Stone - 70pts
Atop this standard sits a massive black diamond that thrums with the power of of the Dark Lord himself. Under its influence the dead are driven relentlessly forwards with a hunger for living flesh
Bound Spell. Power Level 5
If successfully cast 3 friendly undead units within 18" may march move or charge as per the BRB

Banner of the Ages - 50 points
One Use Only
This ancient standard is infused with the power of the ages that have gone by since the very beginning of the ragged flag's existence. Enemies attempting to approach the bearer find their movement sluggish as though time itself conspires to keep them at bay.
Declare you are using this banner during the enemy's Declare Charges phase, after charges have been declared but before charge distances are measured. This banner may only be used if the bearer or his unit chooses Hold as their charge reaction. For this turn, any units charging the bearer or his unit reduce their maximum charge distance by D6+3 inches. Models with the Ethereal special rule are immune to the effects of this banner.

The Pennant of Eternal Death - 45pts
This banner warps the air, creating an illusion of legions of dead that will never die
The unit bearing this banner always count as outnumbering enemy units they charge, or are involved in combat with, regardless of actual unit strengths. This banner may not be taken by the BSB

The Crystal of Geheiminsnacht - 40pts
The baleful glare of this cursed crystal scorches the eyes of those who look upon it.
When a magic missile, or missile weapon including war machines are targeted at the bearer, and/or the unit he is in, the bearer may use this item. The unit attempting to shoot must take a leadership test, which they cannot use their generals Ld. If this is failed, they must target something else.

Swarm Banner - 40pts
This grotesque banner is made from the skins of slain enemies and has a permanent cloud of stinking flies surrounding it. These insects have diseased and rotting bodies that can infect and even kill men..
At the end of every turn roll D6 for every enemy model in btb contact with this unit. On a roll of 6, the model suffers one wound with no armour saves allowed.

Doomrider Banner - 40pts
The coldness that exudes from this banner temporarily freezes all who come in contact with it, allowing the rampaging dead to cut them down without mercy
One Use Only. Cavalry Only. Cannot be carried by the BSB. At any point during the battle the bearer of this banner may activate its power. Providing the unit charges that turn, all their attacks automatically hit in the following combat phase. This includes the mounts attacks but does not any characters or their mounts that have joined the unit.

Warp Banner - 35pts
This standard covered with dreaded spells and warp stones can manipulate the winds of magic to it's owner's advantage
While bearer is not fleeing the bearer and unit he is with receive a Magic Resistance of (1)
If there is a friendly caster in BtB contact with the bearer, at any point during the magic phase they may choose to use the banner's warpstone. The caster gains +2PD for that magic phase only, however the banner looses its powers for the rest of the battle.

W'sorans shroud - 25pts
This tattered cloth was enchanted by Nagash to imprison W'soran and his acolytes while they were tortured, after there failure to overthrow Nehekara. It still echoes with their screams, which no creature can hear and not be afraid.
All units that are within 6" and are not undead suffer -1 to their Ld. This also affects units with the Nagashi rule.

Disciple of Nagash, the perverted master,
The more you struggle, the more he goes faster.
Give him breast, and give him bust,
The more you give the more he thrusts.
And as you all shall soon see, there is nothing that he will not conceive
Whether dark or whether weird, its guaranteed to make you real
But in the end we all see, he is the forum master and perverted seed.
Written by Mr Nightwere
03-05-2009 09:46 PM
Find all posts by this user
Disciple of Nagash
The Perverted One
Admininstrators
Offline
Trade Count: (0)

Facebook
Posts: 13,108
Joined: Feb 2008
Reputation: 27
QuoterTVC MedalForum Award Winner
Zombies: 15,126


Post: #8
RE: Legion of Nagash Army List - Things that are certain

Magic of the Legion of Nagash

Rituals of Nagash - Voted through by this vote: LINK

All casters in the Legion of Nagash know all four rituals. They may be cast at any time during the magic phase, and the number that can be cast will be stated in the character entry.

All rituals are cast in the same way as a bound item at power level D3+2.

Ritual of Birth
This ritual may be cast upon a single Undead unit within 12" of the caster. The targeted unit may raise / heal the following amount:
Core: D6 wounds (may take over original unit size)
Special: D3 wounds
Rare / Characters / Monster Mounts: 1 wound

Ritual of Life
This ritual may be cast upon a unit within 12" of the caster. The targeted unit may make a single march move. If this move takes them into base contact with an enemy unit it counts as a charge.

Ritual of Death
This ritual may be cast upon a unit within 12" of the caster. The targeted unit may re-roll all rolls to wound in combat until the next magic phase

Ritual of Afterlife
This ritual may be cast upon a unit within 12" of the caster. Any models struck down in the next combat phase may still make all its normal attacks, even though it is dead.



The Lore of Nagash - Voted through by this poll: LINK

To randomly generate a spell from the Lore of Nagash, roll a D6 and consult the chart below. If you roll the same spell twice for the same Wizard, roll again. A Wizard may automatically substitute one spell for Whispering Spirits if he does not generate it randomly. All wizards automatically know Possession in addition to their normal number of spells.
D6..Spell..................Casting Value

0 ....Possession......................................4+​
1 ....Whispering Spirits............................5+
2 ....Visions of Doom...............................6+
3 ....Land of the Dead.............................7+
4 ....The True Gaze of Nagash..................9+
5 ....Curse of Reanimation.......................10+
6 ....The Great Awakening.......................12+

Possession - Cast on 4+
Through the eyes of his servants the Lord sees all and punishes those who defy his rightful might.
From the first book of the Cult of Nagash, Chapter 16, verses 11-12

This spell can be cast on any undead model within 18".
For the remainder of this magic phase the caster counts as been stood at the targets position for casting spells. If the caster suffers a miscast the target suffers the effects as if were the caster with the exception that if the result is to loose a magic level or spell, the caster looses that as normal.

Whispering Spirits - Cast on 5+ Remains in Play
At His command the power of our Lord commands His immortal spirits, and they fill the thoughts of his foes with words fear and undermining. All who stand in their path are rendered powerless, such is the might of our Lord.
From the second book of the Cult of Nagash, Chapter 12, verses 4-6


Target one of the enemy units within 18". When successfully cast, this spell removes all psychological effects with the exception of stupidity, even if caused by magic items. This includes the army specific rules such as Cold Bloodied.The unit must also use its stat base Ld for all Ld tests and may not benefit from the Battle Standard.
Undead / DoC units affected by this spell must take psychology tests as normal. If failed instead of suffering the normal effects they will suffer a number of wounds equal what they failed the test by as per the rules for Instability/Crumbling.

Visions of Doom - Cast on 6+
The Lord of the Dead stretched out His hand towards His foes, and gifted them a vision of their demise. All who saw it quaked and fled, and the Lord was pleased.
From the second book of the Cult of Nagash, Chapter 5, verses 17-18


This spell can be cast on any point within 24" that is within the wizard's line of sight. Once cast, all units within D6" of that point must take an immediate (unmodified) ld test or flee away from the spot.

Land of the Dead - Cast on 7+
Who dares stand against Him, when the spirits of the land conspire to keep His foe at bay?
From the first book of the Cult of Nagash, Chapter 8, verses 9-10


Target one enemy unit within 24". Once cast, the enemy unit halves any movement it makes (including flying movement or fleeing) until the start of the casting player's next turn.

The True Gaze of Nagash - Cast on 9+ Magic Missile
His gaze fell upon them, and He judged them. Dammed in His sight, their flesh abandoned them, and they became dust.
From the fifth book of the Cult of Nagash, Chapter 9, verses 6-8


This is a magic missile with a range of 24", If successfully cast, the Gaze of Nagash hits its target and causes 2D6 Strength 5 hits.

Curse of Reanimation - Cast on 10+
Pity the fool who comes against our Lord, for their souls are forfeit and their lives His for the taking.
From the third book of the Cult of Nagash, Chapter 3, verses 12-14


The Curse of Reanimation may be cast on any one unengaged enemy unit within 24".
If successfully cast, it causes D6+4 Strength 4 hits, with no armour save allowed. Any models killed by this spell are immediately raised as zombies and placed in BtB in front of the affected unit. They are ranked up as per the normal BRB.
In the following combat phase they count as charging, and any Ld or break tests the affected unit has to take for the remainder of this turn are at -1Ld. (Due to the unnerving nature of their comrades attacking them).
From this point on the zombies are classed as a normal unit worth 25VP

The Great Awakening - Casting Value - 14+
At His command the dead will rise. Those thought broken will be whole, and even those who fought Him in life will be welcomed in death.
From the fifth book of the Cult of Nagash, Chapter 7, verses 7-9


Once this spell is cast, every undead unit you control within 24" automatically regains the following number of wounds:
Core - D6+3
Special - D6
Rare - D3
Characters (not in units) - D3

In the case of core units, this can create additional models above the number the unit started with, whereas in the case of special and rare units it can only bring the unit back to full strength.
This can also heal undead characters as noted above, though it will not work if they are specifically within a unit unless there are excess 'healed wounds' to be passed on, in which case they can only a maximum of 3 wounds may be passed on. In the case of mounts, roll D3 each for the character and the mount[/quote]

Disciple of Nagash, the perverted master,
The more you struggle, the more he goes faster.
Give him breast, and give him bust,
The more you give the more he thrusts.
And as you all shall soon see, there is nothing that he will not conceive
Whether dark or whether weird, its guaranteed to make you real
But in the end we all see, he is the forum master and perverted seed.
Written by Mr Nightwere
03-19-2009 09:20 PM
Find all posts by this user
Disciple of Nagash
The Perverted One
Admininstrators
Offline
Trade Count: (0)

Facebook
Posts: 13,108
Joined: Feb 2008
Reputation: 27
QuoterTVC MedalForum Award Winner
Zombies: 15,126


Post: #9
RE: Legion of Nagash Army List - Things that are certain

Updated with Monster Mounts

Disciple of Nagash, the perverted master,
The more you struggle, the more he goes faster.
Give him breast, and give him bust,
The more you give the more he thrusts.
And as you all shall soon see, there is nothing that he will not conceive
Whether dark or whether weird, its guaranteed to make you real
But in the end we all see, he is the forum master and perverted seed.
Written by Mr Nightwere
(This post was last modified: 03-23-2010 11:21 PM by Disciple of Nagash.)
03-23-2010 11:21 PM
Find all posts by this user
Thread Closed 



Forum Jump:


User(s) browsing this thread: 1 Guest(s)