Ok, so here are the Special Choices we need to review:
Pinnacle Guard
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 -
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.
Pinnacle Guard
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 -
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.