- Feb 12, 2008
- 27,732
Right then, onto the Rares, one of which is my baby xd:
Ancient Warrior - 230 pts
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
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 - 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 -
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
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
Ancient Warrior - 230 pts
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 - 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 -
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
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