Page 1: The Army List|Page 2: Development
Introduction
This is an unofficial undead army list for Warhammer 8th edition. It represents the legions of Nagash and has the following themes:
Massed Infantry. The army favours big units of undead minions. The spells of Necromancy synergise well with these units, healing them, moving them, and even merging their flesh together to form larger monsters, giving a lot of tactical options to the undead infantry.
Heavy Magic. The spells of Necromancy support the army and the offensive Forbidden Lore provides destructive force. The dark wizards also bring warpstone to war with them so that they may leech its energy—insanely risking their lives to empower their spells.
Disease. Vile alchemists brew sickly concoctions to expedite the demise of the living; infected cadavers are launched by catapults and diseased zombies are herded towards the enemy. The more that die, the more can be raised!
Printable resources: reference sheet and spell sheet.
The Army List
Dark Hordes Special Rules
Undead Special Rules
Although not every creature which accompanies a Dark Horde has been raised from the dead, most are bound to the will of the general and his necromancers. Those which are still alive are wretched and barely sane, enthralled by the power that drives so many thousands of corpses to war, but dissipate quickly if that power shows weakness.
Undead
All units with the Undead special rule are Unbreakable, Unstable, cause Fear, and cannot make march moves.
The General
A Dark Hordes army is always led to battle by a powerful liche or necromancer. If the army contains several wizards, use the one with the highest wizard level as the general.
If the general is destroyed, the army will start to crumble. At the end of the phase in which the general is removed, and at the start of each subsequent friendly turn, all friendly undead units must take a Leadership test. If the test is failed, the unit suffers a number of wounds equal to the number by which it failed. No saves (of any kind) are allowed against such wounds.
Characters never suffer wounds as a result of this. Units can use the Leadership of characters leading them and ridden monsters can use the Leadership of their rider.
The Battle Standard
In addition to the normal rules for the army's battle standard, friendly units with the Undead rule within 12" of their battle standard bearer suffer one less Wound than they normally would due to the Unstable rule or following the death of the army's general.
Resurrecting the Fallen
It is not uncommon in a Dark Hordes army for some magic spells and items to restore Wounds or heal units. Wounds regained in this way follow a strict order. First the champion is resurrected, then the musician, displacing rank-and-file models as required. Then rank-and-file models with multiple Wounds are healed to their starting value. Finally, any remaining Wounds resurrect rank-and-file models. In the case of monstrous infantry, each model must be fully healed before the next one is healed or resurrected.
Resurrected models are added to the front rank until it reaches at least five models (or three for units of monstrous infantry), further models can then be added to the front or rear rank. If the unit already has more than one rank, models can only be added to the rear rank. Resurrected models are armed with the same equipment as the rest of the unit. Unless specifically stated otherwise, a unit cannot be increased beyond its starting size.
Characters (even those in units) are not healed in the same way. A character may only be healed if he is targeted specifically. If a mounted character is targeted, then the controlling player may choose how to distribute the restored Wounds between the rider and the mount.
BACK TO TOPArmy Special Rules
The armies of Nagash shamble to war as an unstoppable wall of flesh and dark energy. They make use of warpstone to further their magical potential and they spread disease among the living to expedite their demise.
Books of Nagash
To his most prolific adjutants, Nagash provides unbounded access to the secrets of undeath. Countless copies of these infamous volumes can be found in the vast libraries of Nagashizzar, on desks in private quarters, amid vials of colourful liquids and blood-stained tools, and in the remote towers of the Necrarch vampires, whose allegiance is rewarded with much-sought knowledge.
Reading through the many rituals and curses, a necromancer can expand his mind and improve his skills. Each necromancer may take any combination of these abilities and each ability may be purchased multiple times in the army, but no individual may have the same ability more than once.
Withering Touch (10 points): The necromancer may choose to make this attack once per combat phase instead of his normal attacks against a model in base combat. If the attack hits, the target must pass a Toughness test on a D6 (remembering that a 6 always fails) or suffer a single Wound with no armour save allowed.
Empowered Summoning (15 points): The necromancer may add +1 to the casting roll whenever he attempts to cast Invocation of Nehek or Raise Dead.
Lord of the Dead (15 points): The necromancer may increase the size of units of skeleton warriors beyond their starting size whenever he casts Invocation of Nehek.
Rite of Binding (25 points): Any unit within 6" of one or more necromancers with this ability suffer one less Wound than they normally would due to the Unstable rule or following the death of the army's general.
Warped Immersion (25 points): Whenever the necromancer successfully channels a power die, his Toughness is increased by 1 until the start of the next friendly magic phase and he may immediately make another channelling attempt. (Note that this second attempt will not trigger the effect again.)
Dark Mending (25 points): Whenever the necromancer successfully casts Invocation of Nehek, then he (or his mount or the unit he is with, as chosen by the controlling player) is also healed for 1 Wound.
Stirring Presence (25 points): Whenever the necromancer successfully casts Raise Dead, then a second unit of zombies (the size of which is rolled separately) is also raised. This second unit must be placed within 12" of the caster and following the normal rules for Raise Dead. The controlling player may choose to combine the models from the second unit into the first and just make one larger unit.
Unnatural Resilience (40 points): The necromancer has a 6+ scaly skin save and rolls two dice instead of one when rolling his armour save, adding their values together. However, any negative modifiers (from weapon strength, Armour Piercing, etc.) are doubled.
Rite of Desecration (50 points): Whenever a friendly spell targets any unit within 6" of one or more necromancers with this ability, the value required to cast it is treated as two less than normal—as foul magics are easier cast on desecrated ground.
Cult of Nagash
In the darkest chambers and shabbiest taverns across the Empire, whispers spread of the Cult of Nagash. Thousands of traitors and zealots from all races have ventured beyond the Badlands to revel in the power that is growing within the shadowy mountains. The mightiest and most fanatical are readied for war; the rest are coaxed deep into the Necropolis and used in unthinkable experiments.
Cult of Nagash units are not undead, but mortals obsessed with death and ritual. They typically wear black hoods and carry cruel, twisted daggers or bows with poisoned arrows. Cult of Nagash units may not be accompanied by undead characters nor use the Leadership value of the undead general. If a Cult of Nagash unit is forced to flee through a friendly undead unit, it must take a Dangerous Terrain test.
Disease-ridden
Filth and pestilence do not hinder the undead, but they can be used as unseen weapons against the living.
If a model is Disease-ridden, then all models in base contact with it at the start of each round of close combat must take a Disease Test.
Disease Tests
When called upon to take a Disease Test, a model must pass a Toughness test on a D6 (remembering that a 6 always fails) or suffer a wound with no armour save allowed. The undead are unaffected by disease and so undead models automatically pass these tests.
Puppetmaster (n+)
The dark masters of the unliving control their minions like marionettes, enjoying complete dominion over them and caring nothing for their fates. Mindless corpses are directed into the path of danger, sacrificed to protect their manipulators.
If a character with this rule is on foot and in an undead infantry unit of at least 5 rank-and-file models, then he is eligible to make a Puppetmaster roll against any close combat attacks which are directed against him. If the roll is successful, he has managed to shield himself with the body of an unwitting rank-and-file minion and the attack must be resolved against that model instead.
To see if the roll is successful, roll a D6. If the total is greater than or equal to the number in brackets, then the roll is a success. If the character's unit's rank bonus exceeds the enemy's, then +1 may be added to the roll. If the character's unit is a horde, then +1 may be added to the roll. If both these conditions are true, then +2 may be added to the roll.
A character cannot make Puppetmaster rolls when engaged in a challenge.
Risen Constructs
Sewn together from a thousand corpses or risen from deep within the silent forests of the Old World by great rituals of awakening, huge beasts of flesh and bone march to war under Nagash's banners. Only the most terrifying and destructive are deemed worthy of the effort taken to animate them, but once risen they confer immense power to their masters.
A Risen Construct is a monster, causes Terror, is a Large Target, and has the Cloud of Flies special rule. The power that binds a Risen Construct is substantial and not easily broken: they have Regeneration (6+) and suffer one less Wound than they normally would due to the Unstable rule or following the death of the army's general.
Cloud of Flies
Enemy units in base contact with a Risen Construct suffer a -1 modifer on their rolls to hit.
Warpstone Infusion (n")
Warpstone is magic in solid form; large, pure fragments of warpstone irradiate the air around them with energy and are highly sought by insane wizards wishing to empower their spells—but the more they try to harness, the greater the risk. The mines of Nagashizzar have a plentiful supply and the necromancers waste little time in putting it to use.
A model with the Warpstone Infusion special rule energises all friendly undead wizards around it, granting them the chance to harness more power from the Winds of Magic. If the rule is given with a number of inches in brackets, then this is the radius of the effect, measured from any point on the model's base, and all friendly undead wizards within this range are affected for as long as they remain in range. In cases where no range is given, then the rule only affects the model itself.
During each friendly magic phase, an affected wizard, infused with warpstone energy, is granted a +1 bonus when he attempts to channel power dice. However, if an affected wizard rolls a 1 while attempting to channel power dice, he suffers a magical Strength 4 hit.
If a wizard is under the effect of several sources of Warpstone Infusion at once, the bonuses are cumulative. However, a roll of 1 always fails and the Strength of the hit suffered is increased by 1 for each source after the first.
BACK TO TOPNecromancy
The accursed vampires may have fled the wrath of Nagash with great knowledge, but it pales in comparison to the wonders since discovered by the denizens of Nagashizzar and by the Necrarchs in their remote towers. For in these places, insane masters play with life and flesh without restriction, tirelessly working to unlock the secrets of immortality.
Necromancy does not count as a lore, rather a group of like spells given a collective title for convenience. Unlike other spells, Necromancy spells may be cast and recast multiple times by the same wizard in the same phase, providing he has sufficient power to do so.
In a Storm of Magic game, Necromancy spells recieve a +5 casting bonus when the Lore of Death is ascendant. Furthermore, wizards using only Necromancy spells know the Catalcysm spells associated with the Lore of Death.
Invocation of Nehek
Augment. Range 18". Casts on a 4+. Heals the targeted friendly undead unit for the following amount of Wounds depending on its type:
D6+4 Wounds to a zombie or fetid carrier unit;
D6 Wounds to a skeleton warrior or citadel guard unit;
D3 Wounds to a flesh golem crusher unit or spirit host; or
1 Wound to a character, corpse cart, black knight unit, wraith unit, or risen construct.
The wizard can choose to cast a more powerful version of the spell on a 16+ which targets all friendly undead units within 12". Characters in units are also healed if they are in range, as is the caster.
Raise Dead
Range 12". Casts on a 5+. Place the first zombie in position; if the spell is successfully cast, form around it a new unit of D3+4 zombies. No model can be placed within 1" of an enemy model.
Vanhel’s Danse Macabre
Augment. Range 12". Casts on a 7+. Targets a friendly undead unit. If the unit is engaged in combat, then in the next close combat phase it will gain the Always Strikes First rule and may reroll its rolls to hit. If it is not engaged in combat, the unit may immediately move—it can charge (with a charge range of 8"), move (up to 4"), wheel, or even reform.
The wizard can choose to cast a more powerful version of the spell on a 14+ which targets all friendly undead units within 12".
Each unit can only be affected by this spell at most once per magic phase.
Hellish Vigour
Augment. Range 12". Casts on a 9+. Targets a friendly undead unit. Until the start of the next friendly magic phase, the unit gains the Killing Blow special rule. If the unit already benefits from that special rule, it will score Killing Blows on a 5+.
The wizard can choose to cast a more powerful version of the spell on a 18+ which targets all friendly undead units within 12".
Each unit can only be affected by this spell at most once per magic phase.
Merge Flesh
Augment. Range 12". Casts on a 4+. Target a friendly unit of zombies which contains at least 10 zombie models (not counting flesh golems); this spell will fuse together the flesh of four zombies arranged in a square to create a flesh golem in their place. If there are no zombies arranged in a square, then the spell has no effect.
The wizard can choose to cast a more powerful version of the spell on a 16+. Target a friendly unit of zombies or fetid carriers with at least 20 models (flesh golems and plague carts count as four each); this spell will fuse together the unit’s flesh to create a monstrosity in its place. If the unit had 40 or more models, the monstrosity will have the Extra Appendages addition. If cast on a unit of fetid carriers, it will have the Diseased addition.
All enemy units within 6" of the newly created monstrosity must immediately take a panic test.
If the zombie or fetid carrier unit was engaged in combat, the monstrosity will also be bound to that combat, but will count as charging. The enemy unit(s) may react to the charge only by holding or fleeing (the monstrosity will not chase fleeing units in this situation). If the merged unit was in combat with multiple enemy units and the monstrosity's base size is not large enough to retain contact with them all, then the casting player may choose where to place it, but must ensure that as many models as possible are kept in contact. Any units untouched are released from the combat and must take the necessary panic test.
The Black Mist
Casts on a 20+. Once cast, this spell lasts until the end of the current magic phase and improves the effects of all Necromancy spells cast by any wizard on the battlefield while it is active.
Invocation of Nehek will heal more potently:
2D6+3 Wounds to a zombie or fetid carrier unit;
2D6 Wounds to a skeleton warrior unit;
D6 Wounds to a citadel guard unit—roll 2D6 and use the greater;
D6 Wounds to a flesh golem crusher unit or spirit host; or
D3 Wounds to a character, corpse cart, black knight unit, wraith unit, or risen construct.
Raise Dead will also create a second unit of zombies (the size of which is rolled separately). This second unit must be placed within 12" of the caster and following the normal rules for Raise Dead. The controlling player may choose to combine the models from the second unit into the first and just make one larger unit.
Vanhel's Danse Macabre and Hellish Vigour will also grant their targeted unit(s) the Fight in Extra Ranks special rule in the next close combat phase. If a unit is targeted by both spells, it will only be granted the special rule by the first.
Any monstrosities created by Merge Flesh will have the Thick Hide addition.
Note: in order to simplify victory points calculations, a newly created unit is simply worth 50 victory points, regardless of its size. Existing units which are increased in size or changed by these spells retain their initial victory points value.
BACK TO TOPThe Forbidden Lore
As a necromancer gains proficiency in manipulating the dead, his need for subjects on which to experiment grows and his sanity wanes, leading him to dabble in ever more depraved practices.
For those wizards who elect to take spells from the Forbidden Lore, roll a D6 for each magic level to generate the spells in the normal way:
- D6 Spell
- 1 Melkhior's Curse of Reflection
- 2 Gaze of Nagash
- 3 Curse of Years
- 4 Dire Execration
- 5 Wind of Undeath
- 6 Dark Hand of Destruction
The Forbidden Lore derives from the Lore of Death and shares a variant of the Life Leeching attribute, however wounds caused by Forbidden Lore spells only generate extra power dice on a D6 roll of 6 (instead of 5+).
In a Storm of Magic game, the Forbidden Lore recieves a +5 casting bonus when the Lore of Death is ascendant. Furthermore, wizards using the Forbidden Lore know the Catalcysm spells associated with the Lore of Death—the Life Leeching attribute of these Cataclysm spells is not changed and so generates extra power dice on a 5+.
Life Steal (Signature Spell)
Direct Damage. Range 12". Casts on a 5+. Inflicts a Strength 4 hit on a single model within range, even a character in a unit. If the target suffers a Wound, the caster gains a Wound. This spell may increase the caster’s Wounds beyond the starting value.
Melkhior's Curse of Reflection
Augment. Range 18". Casts on a 7+. Targets a friendly model. Every hit inflicted on the target in close combat will cause an identical, automatic hit to be inflicted back on the attacker. Lasts until the start of the next friendly magic phase.
Gaze of Nagash
Magic Missile. Range 24". Casts on an 8+. Inflicts 2D6 Strength 4 hits on the target unit.
Curse of Years
Hex. Range 18". Casts on an 8+. Remains in Play. Roll a D6 for each model in the target unit; on a roll of 6 it suffers a wound with no armour save allowed. At the start of the next magic phase, if the spell is still in play, a wound is suffered on a 5+. And so on, increasing by 1 each time, although a roll of 1 always fails to cause a wound.
Dire Execration
Hex. Range 12". Casts on a 11+. Afflicts a single model within range, even a character in a unit. The target must pass a Toughness test on a D6 (remembering that a 6 always fails) or be removed as a casualty. The spell may be cast on a target that is engaged in combat, but only if the caster is in base contact with him. If the caster is in base contact with the target, the target must reroll his Toughness test if it is successful.
Wind of Undeath
Casts on a 12+. This spell affects every enemy unit, even if engaged in combat. Roll a D6 for each unit; on a roll of 4+, it suffers a single Wound with no armour save allowed. With the total number of Wounds suffered, the casting player may either create a new spirit host within 12” of the caster or heal an existing spirit host within 12". Spirit hosts may be increased beyond their starting size by this spell. (If the caster creates a new unit, it will be worth 50 victory points to the enemy, regardless of its size.)
Dark Hand of Destruction
Direct Damage. Range 18". Casts on a 15+. With his bony fingers outstretched, the wizard summons in the air a giant shadowy hand with razor sharp talons. Place the small template within range. All models touched by the template must pass an Initiative test on a D6 (remembering that a 6 always fails) or suffer a Strength 10 hit with the Multiple Wounds (D3) special rule.
BACK TO TOPArkayne Artefacts
Through the endless corridors of Nagashizzar roam many dark figures clad in ancient vestments and wielding powerful weapons of destruction.
Common Magic Items
Any unit that is allowed to choose items from the Arkayne Artefacts section may also choose common magic items from the Warhammer Rulebook.
The Fleshworks
The insane masters of necromancy have little respect for life—they care only about extracting its secrets.
This section is home to some of the depraved trophies which can only be used by liches and necromancers. Except for those specified as a type of magic item, each of these items is mundane and may be taken multiple times in the army, but no individual may have the same item more than once. The cost of these items (whether magical or mundane) is taken from the character's magic item allowance.
Unliving Drape(Enchanted Item)
40 points
The remains of a botched experiment are draped over the wizard's shoulders and he is invigorated by its waning life force.
The wearer has Regeneration. In addition, at the start of every close combat phase, the drape makes a single Weapon Skill 1, Strength 2 poisoned attack against a randomly determined model in base contact—friend or foe. (It will not attack the wearer's mount.)
Thumping Heart(Enchanted Item)
25 points
Cut from a stout Elven noble during a depraved ritual, this heart continues to beat and enlivens the one who holds it.
Increases the bearer's Wounds by 2. At the start of each friendly magic phase, roll a D6—on a 1, its palpitations change, draining the bearer whose own heart has come to beat in unison, causing a Wound with no save (of any kind) allowed.
Belt of Bloody Charms
25 points
A hideous collection of severed body-parts which bestow remarkable good luck.
The wearer has Magic Resistance (2).
Lunatic's Mantle
25 points
Blood and viscera cascade down from these shoulder-mounted spikes, showing the presence of a particularly deranged individual.
Enemy units in combat with one or more models wielding such a mantle suffer -1 to their Leadership when taking Fear tests.
Goreveil
10 points
From a rusted diadem hang strands of minced flesh and rancid entrails, shrouding the wearer's face and neck.
The wearer is immune to the effects of Killing Blow.
Corpse Maul
5 points
Using the lower spine as a handle, this rotting torso of an Elven youngling is wielded as a sick weapon.
Great weapon. Elves hate the wielder.
Dwarfskin Padding
5 points
Torn from screaming Dwarf captives, these skins provide padding for robes—or tight body armour.
Light armour. Dwarfs hate the wearer.
Frankenrot's Monster(Enchanted Item)
35 points
Made as a transport device by its aging creator, this infamous mechanically-enhanced flesh golem increases the rider's authority and makes short work of doors and other obstacles.
Frankenrot's Monster has the following profile:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| FRANKENROT'S MONSTER | 4 | 2 | 0 | 5 | 4 | 3 | 1 | 4 | 2 |
Equipment: Lead fists and heavy armour.
Special Rules: Undead.
Frankenrot's Monster is mounted on a 40 x 40 mm base and counts as a Monstrous Beast. While riding Frankenrot's Monster, the character may be fielded alone or in a unit of skeleton warriors or citadel guard.
Magic Items
Blade of Dark Fire(Magic Weapon)
65 points
The blade burns with black flames that will singe the very life force of its victims.
Attacks made by this weapon are Flaming Attacks and have the Multiple Wounds (D6) special rule.
Sword of Kings(Magic Weapon)
25 points
This accursed and ageless blade thirsts for souls.
This sword has the Killing Blow special rule. If given to a wight king, it scores a Killing Blow on a 5+.
Rod of Flaming Death(Enchanted Item)
40 points
This rod contains a spell of fiery destruction that takes the shape of a shrieking skull as it hurtles towards the enemy.
Bound Spell (3). Range 18". Magic Missile. Inflicts D6 Strength 4 hits (Flaming Attacks) on the target unit. Any unit which takes one or more Wounds from this attack must take a panic test immediately.
The Book of W'soran(Enchanted Item)
25 points
This terrible book is said to have once belonged to W'soran, father of the Necrarch vampires, who fought alongside Nagash in the wars of old.
(One use only.) At the start of any friendly combat phase, the bearer may read aloud from this tome. All models in friendly undead units within 12" will be enlivened, granting them +1 Attack until the end of the phase.
Obsidian Choker(Talisman)
40 points
Formed of black rock, this charm wards its wearer by obscuring his upper body with a dark, protective mist.
Confers Magic Resistance (1) and grants the wearer a 5+ ward save. If worn by a liche, it increases his Obsidian Charms ward save from 5+ to 4+.
Warp-crystal Stave(Arcane Item)
65 points
Tipped with an orb of solid warpstone and beset with smaller fragments, this gnarled stave charges its wielder with magical energies which empower and corrupt him.
This stave bestows on the wielder +1 to all casting rolls and the Warpstone Infusion special rule.
Staff of the Black Coven(Arcane Item)
50 points
When this tall, black staff is tapped on the ground, the skull atop it begins to laugh and glow, sucking all life from nearby.
At the start of each friendly magic phase, any non-undead models (including monstrous mounts) in base contact with the wielder suffer a Strength 4 hit with the Killing Blow special rule. For each Wound inflicted, the wielder may add +1 to his first casting attempt in that magic phase.
Dread Circlet of Arzihn(Arcane Item)
25 points
Set into this flimsy crown is a deep red jewel swirling with magical energy.
Once per friendly magic phase, the wearer may surrender his mind to the circlet for it to cast one of his spells. To do this, he must roll one power die—on a 3+, the spell is cast with the rolled number as its casting value. If that spell is then dispelled, roll a further D6 to see if there is a backlash—on a 1, the circlet is destroyed and the wearer is subject to Stupidity for the rest of the game.
Vortex Amethyst(Arcane Item)
15 points
This malefic gem traps the whirling magical winds around it, if only for a few moments.
This gem may store a single unused magic die at the end of each magic phase which is added to the wielder's side's pool at the start of the next.
Magic Standards
The Flickering Banner
125 points
An evanescent mist surrounds this banner, shifting those around it into a ghostly, ethereal state.
The unit carrying this banner cannot be harmed by non-magical ranged attacks (including war machines).
Banner of the Barrows
45 points
Woven from the wind and the cold, the chill of this banner touches the hearts of all those who stand before it.
All citadel guard, black knights, and wight kings in the unit (excluding their mounts) receive +1 on their rolls to hit.
Screaming Banner
40 points
Even the bravest warriors tremble at the thought of fighting under this banner.
Enemy units taking a Fear test caused by the unit must roll one extra die for their test and discard the lowest result.
Black Banner of the Danse
25 points
The black banner of Nagash's host emanates dark power which animates the shambling horde.
The unit carrying this banner may make march moves.
Standard of Calling
25 points
This column of skulls amplifies necromantic magics, beckoning the dead from their slumber.
Each time the unit carrying this banner is targeted by Invocation of Nehek, it will be healed for an additional Wound. (This does not affect characters in the unit.)
The Eye of the Desolate Wastes
25 points
The mysterious gem mounted atop this standard raises the fleshless remains of those slain under it.
If carried by a unit of skeleton warriors, any casualties caused by models in the unit (excluding characters) will heal the unit for a single Wound. This effect may increase the size of the unit beyond its starting size.
Warpstone Icon
25 points
Glowing gloomily, this splinter of warpstone empowers the flow of dark energy and weakens the living.
This banner has the Warpstone Infusion (6") special rule. In addition, any non-undead unit which captures it will suffer D6 Strength 4 hits at the start of their every subsequent turn. The unit may abandon the standard at any time, in which case it suffers no further hits, but will not get any victory points for it.
Dark Hordes Army List
Lords
Nagash, Supreme Lord of the Undead
- 700 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| NAGASH | 4 | 5 | 4 | 5(6) | 5 | 5 | 4 | 4 | 10 |
Equipment: Mortis—the Great Blade of Death, Staff of Skulls, and Black Armour of Nagash.
Magic: Nagash is a level 4 wizard and knows all spells from the Forbidden Lore and all of the Necromancy spells.
Troop Type: Monstrous Infantry (Special Character).
Special Rules: Undead, Terror, Books of Nagash, Necromantic Eminence, Deathless Will, and Lord of the Undead.
Notes
Books of Nagash: Having written these great tomes, Nagash has all of the abilities from the Books of Nagash.
Necromantic Eminence: All friendly undead units within 12" of Nagash may make march moves. Nagash may add +1 to the casting roll whenever he attempts to cast a Necromancy spell and he may always increase the size of units of skeleton warriors or spirit hosts beyond their starting size when casting Invocation of Nehek.
Deathless Will: If Nagash is slain, place a marker on the spot where he died. If a friendly wizard casts a boosted Invocation of Nehek within range of this marker, Nagash will be ressurected on 1 Wound (or D3 Wounds if The Black Mist is active) where he fell. He must be placed as close as possible to the marker, but not closer than 1" to an enemy unit and not on impassable terrain. He may not participate in the magic phase in which he is resurrected, although he may be the target of other wizards' spells. As soon as he is resurrected, the army will stop crumbling, since the general is no longer destroyed.
Lord of the Undead: If Nagash is included in the army, he must be the general.
Nagash may be fielded alone or in a unit of skeleton warriors or citadel guard.
Magic Items
Mortis—the Great Blade of Death(Magic Weapon)
Forged and enchanted by Nagash himself, this huge magical sword crackles with unearthly power.
Mortis increases Nagash's Strength by 1 and heals him for 1 Wound for each unsaved Wound it causes.
Staff of Skulls(Arcane Item)
This morbid staff stores the souls of many sorcerors.
This staff generates D3 power dice at the start of each friendly magic phase, which only Nagash may use.
Black Armour of Nagash(Magic Armour)
Over the millenia this armour, forged from an alloy of lead and meteoric iron, has fused itself to Nagash, supporting his physical body and protecting him from harm.
This armour grants Nagash a 4+ ward save and Magic Resistance (1).
Heinrich Kemmler, the Lichemaster
- 450 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| HEINRICH KEMMLER | 4 | 4 | 3 | 3 | 4 | 3 | 3 | 2 | 8 |
Equipment: Hand weapon, Chattering Staff, and Cloak of the Lichemaster.
Magic: Kemmler is a level 4 wizard and knows four spells from the Forbidden Lore and all of the Necromancy spells.
Troop Type: Infantry (Special Character).
Special Rules: Undead, Books of Nagash, Puppetmaster (5+), and Great Necromancer.
Options
Magic Items: Kemmler may have a Magic Weapon from the Arkayne Artefacts section. He may also have items from The Fleshworks.
Notes
Books of Nagash: Kemmler has the following abilities from the Books of Nagash: Empowered Summoning, Lord of the Dead, Rite of Binding, and Dark Mending.
Great Necromancer: Whenever Kemmler successfully casts a Necromancy spell, the casting value is considered to be 1 point higher for dispelling purposes only.
Magic Items
Chattering Staff(Arcane Item)
The jaws of the skull atop this staff chatter and gnash together, telling Kemmler how the Winds of Magic are flowing and warning him of the use of magic against him.
Kemmler may add +1 to the roll whenever he attempts to cast or dispel. In addition, whenever Kemmler causes a miscast to occur, the effects of it will be ignored on a D6 roll of 4+.
Cloak of the Lichemaster(Enchanted Item)
Although unremarkable in appearance, this cloak allows Kemmler to melt away into a shadowy mist and reappear elsewhere.
Bound Spell (3). If the spell is successful, Kemmler may immediately make a move with the Fly and Ethereal special rules as if it were the Remaining Moves sub-phase. He may leave or join units and may even leave combat.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| DIETER HELSNICHT | 4 | 3(4) | 3 | 3(4) | 4 | 3 | 3 | 2(3) | 8 | |
| ABYSSAL TERROR | 6 | 4 | 0 | 5 | 5 | 4 | 2 | 3 | 4 |
Equipment: Chaos Runesword, Rod of Flaming Death, and Spell Scroll. | Abyssal terror: Warpstone Collar.
Mount: Helsnicht rides an abyssal terror.
Magic: Helsnicht is a level 4 wizard and knows Invocation of Nehek and four additional spells. These additional spells may be generated as a combination of spells from the Forbidden Lore, the Lore of Death, the Lore of Shadow, or the Lore of Fire (see Magic Spells below). Some or all of these spells may instead be chosen from the Necromancy section for +15 points each.
Troop Type: Infantry (Special Character). | Abyssal terror: Monster.
Special Rules: Undead, Books of Nagash, and Puppetmaster (5+). | Abyssal terror: Undead, Risen Construct, and Fly.
Options
Magic Items: Helsnicht may have items from The Fleshworks.
Notes
Books of Nagash: Helsnicht has the following abilities from the Books of Nagash: Empowered Summoning, Warped Immersion, and Unnatural Resilience.
Magic Spells: Unlike other wizards, Helsnicht is able to combine spells from different lores of magic. When generating Helsnicht's spells at the start of the game, first choose a lore, then roll to see which spell he gets. Repeat this process until all of his spells have been generated. He may not have the same spell more than once, but he may have different spells with the same effect. He may replace any spell with the signature spell of the same lore. If he rolls the same spell more than once, he may replace it with any spell from that lore in the normal way.
In a Storm of Magic game, if Helsnicht has some spells from the ascendant lore, then only those spells benefit from the casting bonus. He may only have Cataclysm spells from one lore, chosen at the start of the game.
Magic Items
Chaos Runesword(Magic Weapon)
This evil blade is one of several forged from black gromril by the Dwarf Runesmith Grugni Ironheart, a secret worshipper of the Chaos Gods.
Wielding this blade adds +1 to Helsnicht's Weapon Skill, Strength, and Attacks.
Rod of Flaming Death(Enchanted Item)
This rod contains a spell of fiery destruction that takes the shape of a shrieking skull as it hurtles towards the enemy.
Bound Spell (3). Range 18". Magic Missile. Inflicts D6 Strength 4 hits (Flaming Attacks) on the target unit. Any unit which takes one or more Wounds from this attack must take a panic test immediately.
Spell Scroll(Arcane Item)
A green glow emanates from this parchment, as if some energy contained within it impatiently awaits release.
(One use only.) Helsnicht may read from this scroll in any friendly magic phase to cast one of his spells for free. For dispelling purposes, the spell is considered to have been cast at its normal casting value.
Warpstone Collar(Arcane Item)
Studded with small fragments of warpstone, this metal collar hangs loosely around the creature's bony neck, amid dangling pieces of dead skin.
This collar gives the Warpston Infusion special rule to Helsnicht, as long as he is riding his mount.
Liche
- 290 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| LICHE | 4 | 2 | 0 | 2 | 4 | 3 | 3 | 1 | 8 |
Equipment: Hand weapon.
Magic: A liche is a level 4 wizard and knows all of the Necromancy spells.
Troop Type: Infantry (Character).
Special Rules: Undead, Obsidian Charms, Puppetmaster (4+), and Necromantic Eminence.
Options
Magic Items: May have up to 100 points of magic items from the Arkayne Artefacts section.
Mount: May be mounted on a corpse cart.
Notes
Obsidian Charms: To protect his most valuable servants, Nagash bestows onto them small amulets molded from rare obsidian fragments found deep in the mines beneath Nagashizzar. A liche receives a 5+ ward save.
Necromantic Eminence: Suffused in unnatural energy, liches are ancient necromancers whose great power has allowed them to retain their will in unlife. Their bodies are shrivelled and broken, but they are masters of their discipline and exude necromantic force. All friendly undead units within 12" of a liche may make march moves. A liche may add +1 to the casting roll whenever he attempts to cast a Necromancy spell and he may always increase the size of units of skeleton warriors or spirit hosts beyond their starting size when casting Invocation of Nehek.
Master Necromancer
- 185 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| MASTER NECROMANCER | 4 | 3 | 3 | 3 | 4 | 3 | 3 | 2 | 8 | |
| NIGHTMARE | 8 | 3 | 0 | 4 | 4 | 1 | 2 | 1 | 5 | |
| HELLSTEED | 8 | 3 | 0 | 4 | 4 | 1 | 2 | 1 | 5 | |
| ABYSSAL TERROR | 6 | 4 | 0 | 5 | 5 | 4 | 2 | 3 | 4 | |
| DREG ACOLYTE | 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: Hand weapon.
Magic: A master necromancer is a level 3 wizard and knows Invocation of Nehek and one additional spell for each magic level. These additional spells may be generated, in the normal way, from either the Forbidden Lore, the Lore of Death, or the Lore of Shadow. Some or all of these spells may instead be chosen from the Necromancy section for +15 points each.
Troop Type: Infantry (Character). | Hellsteed: War Beast. | Abyssal terror: Monster. | Dreg acolyte: Infantry.
Special Rules: Undead and Puppetmaster (5+). | Nightmare: Undead. | Hellsteed: Undead and Fly. | Abyssal terror: Undead, Risen Construct, and Fly. | Dreg acolyte: Undead and Rite of Blood.
Options
Magic: May be upgraded to a level 4 wizard for +35 points.
Books of Nagash: May have up to 100 points worth of abilities from the Books of Nagash.
Magic Items: May have up to 100 points of magic items from the Arkayne Artefacts section.
Mount: May be mounted on a nightmare for +15 points, a hellsteed for +30 points, an abyssal terror for +100 points, a corpse cart, or a zombie dragon.
Upgrade: May be accompanied by a single dreg acolyte for +30 points, if on foot.
Notes
Rite of Blood: As long as the dreg acolyte has not been slain, the master necromancer may perform a Rite of Blood at the start of each friendly magic phase. The necromancer utters an incantation and slashes his fanatical acolyte, who is happy to assist in his master's plans, inflicting a Strength 3 hit. Choose a friendly undead unit within 12". This unit is sent into a state of unearthly madness and each model in the unit (including mounts) gains the Frenzy special rule. The Strength of the hit inflicted on the acolyte increases by 1 each time the ritual is performed, as his injuries get worse. If the acolyte is killed by this hit, the ritual takes place this time but cannot be performed again.
A dreg acolyte is treated as a character and must remain in base contact with his master at all times. He may not accept, issue, or participate in challenges.
BACK TO TOPHeroes
Krell, Dark Lord of Nagash
- 150 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| KRELL | 4 | 5 | 0 | 4(6) | 5 | 3 | 4 | 3 | 9 |
Equipment: Hand weapon, Black Axe of Krell, and Chaos Armour.
Troop Type: Infantry (Special Character).
Special Rules: Undead, Terror, and Wight Blades.
Options
Battle Standard Bearer: Krell may be the Battle Standard Bearer for +25 points and he may have a magic banner of any value.
Notes
Chaos Armour: This armour grants Krell a 4+ armour save.
Wight Blades: The hand weapon carried by Krell deals magical attacks and has the Killing Blow ability.
Magic Items
Black Axe of Krell(Magic Weapon)
When the Black Axe bites into flesh, it leaves behind shards that eat their way to the victim's heart.
Great weapon. Multiple Wounds (D3). Any model wounded but not slain by this axe must pass a Toughness test on a D6 (remembering that a 6 always fails) at the start of each of its subsequent turns or suffer another wound with no armour save allowed.
Wight King
- 75 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| WIGHT KING | 4 | 4 | 0 | 4 | 5 | 3 | 4 | 3 | 9 | |
| SKELETAL STEED | 8 | 2 | 0 | 3 | 3 | 1 | 2 | 1 | 5 |
Equipment: Hand weapon, shield, and heavy armour.
Troop Type: Infantry (Character).
Special Rules: Undead and Wight Blades.
Options
Weapons: May replace shield with a great weapon for +10 points or an additional hand weapon for +8 points. May have a lance for +12 points, if mounted.
Magic Items: May have up to 50 points of magic items from the Arkayne Artefacts section.
Mount: May be mounted on a skeletal steed for +15 points, which may be barded for a further +5 points.
Battle Standard Bearer: May be the Battle Standard Bearer for +25 points and may have a magic banner of any value instead of magic items.
Notes
Wight Blades: Any mundane weapons carried by this unit deal magical attacks and have the Killing Blow ability.
Insubstantial Steed: For movement purposes only, models riding skeletal steeds are treated as Ethereal.
Ancient Wraith
- 60 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| ANCIENT WRAITH | 6 | 3 | 0 | 3(5) | 3 | 2 | 2 | 3 | 5 |
Equipment: Scythe (great weapon).
Troop Type: Infantry (Character).
Special Rules: Undead, Ethereal, Terror, and Chill Grasp.
Options
Weapons: May replace scythe with a Banesinger for +40 points.
Notes
Chill Grasp: The ancient wraith may choose to make this attack once per combat phase instead of his normal attacks against a model in base contact. If this attack hits, then it wounds automatically with no armour save allowed.
Magic Items
Banesinger(Magic Weapon)
This mighty scythe holds the souls of those it's slain and screams their pain as it cuts the air. Few can hold their nerve as it devours their comrades.
Great weapon. Wounds caused by the wielder count for double when the combat is resolved.
(This item may be taken multiple times in the army.)
Vile Alchemist
- 80 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| VILE ALCHEMIST | 4 | 3 | 3 | 3 | D6 | 2 | 3 | 1 | 7 |
Equipment: Hand weapon.
Magic: A vile alchemist is a level 1 wizard and knows one spell for each magic level from either the Forbidden Lore or the Lore of Metal.
Troop Type: Infantry (Character).
Special Rules: Undead, Disease-ridden, Random Toughness (D6), and Malicious Concoctions.
Options
Magic: May be upgraded to a level 2 wizard for +35 points.
Magic Items: May have up to 50 points of magic items from the Arkayne Artefacts section.
Mount: May be mounted on a corpse cart—if so, the corpse cart gains the Disease-ridden special rule.
Notes
Random Toughness: Addled by noxious fumes and experimental substances, a vile alchemist's body is in a continual state of change. His Toughness is determined randomly (by rolling a D6) at the start of each friendly turn and lasts until the start of the next. Any modifiers imposed on a vile alchemist's Toughness by spells or effects are ignored—it is assumed that they are incorporated within the random value.
Malicious Concoctions: Vile alchemists brew sickness and pestilence to spread among the living. Each turn, a vile alchemist may make a shooting attack by throwing one of his concoctions at an enemy unit within 8". If the attack hits, the target unit must take 2D6 Disease Tests. This attack may be used as a Stand & Shoot reaction.
Necromancer
- 65 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| NECROMANCER | 4 | 3 | 3 | 3 | 3 | 2 | 3 | 1 | 7 | |
| NIGHTMARE | 8 | 3 | 0 | 4 | 4 | 1 | 2 | 1 | 5 | |
| HELLSTEED | 8 | 3 | 0 | 4 | 4 | 1 | 2 | 1 | 5 |
Equipment: Hand weapon.
Magic: A necromancer is a level 1 wizard and knows Invocation of Nehek and one additional spell for each magic level. These additional spells may be generated, in the normal way, from either the Forbidden Lore, the Lore of Death, or the Lore of Shadow. Some or all of these spells may instead be chosen from the Necromancy section for +15 points each.
Troop Type: Infantry (Character). | Hellsteed: War Beast.
Special Rules: Undead and Puppetmaster (5+). | Hellsteed: Undead and Fly.
Options
Magic: May be upgraded to a level 2 wizard for +35 points.
Books of Nagash: May have up to 50 points worth of abilities from the Books of Nagash.
Magic Items: May have up to 50 points of magic items from the Arkayne Artefacts section.
Mount: May be mounted on a nightmare for +10 points, a hellsteed for +20 points, or a corpse cart.
BACK TO TOPCore Units
Zombies
- 2 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| ZOMBIE | 4 | 1 | 0 | 2 | 2 | 1 | 1 | 1 | 2 | |
| FLESH GOLEM | 4 | 2 | 0 | 4 | 3 | 3 | 1 | 3 | 2 |
Equipment: Hand weapons.
Troop Type: Infantry.
Unit Size: 20+ zombies.
Special Rules: Undead, Shambling Horde, and The Newly Dead.
Options
Command: May upgrade one model to a musician and one model to a standard bearer for +10 points each.
Upgrade: May be accompanied by up to one flesh golem for every eight zombies in the unit for +20 points each.
Notes
Shambling Horde: Zombies (and any accompanying flesh golems) do not pursue or overrun. Instead, units fleeing from contact with zombies will suffer D6 Strength 2 hits for each rank of five or more zombies.
The Newly Dead: Units of zombies cannot be joined by characters, but they can be increased beyond their starting size by healing effects.
A flesh golem is an ogre-sized zombie—some are undead ogres and some are the result of fusing together smaller zombies. It is mounted on a 40 x 40 mm base and counts as Monstrous Infantry. As far as possible, the unit should be arranged with all flesh golems together, surrounded by a border of zombies at least one model thick. If the unit suffers Wounds due to the Unstable rule or following the death of the army's general, Wounds are taken first from the flesh golems, one model at a time, until they are destroyed and then from the zombies.
Missile and impact hits against mixed units of zombies and flesh golems are randomised by rolling a D6. On a 1-4, it hits the zombies. On a 5-6, it hits the flesh golem(s). Any over-allocated hits are discounted.
Fetid Carriers
- 4 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| FETID CARRIER | 4 | 1 | 0 | 1 | 3 | 1 | 1 | 1 | 2 | |
| PLAGUE CART | 4 | 1 | 0 | 2 | 4 | 3 | 1 | D6 | 2 |
Equipment: Hand weapons.
Troop Type: Infantry.
Unit Size: 20+ fetid carriers.
Special Rules: Undead, Disease-ridden, Shambling Horde, The Festering Dead, Impact Hits (D3+1) (plague cart only), and 5+ armour save (plague cart only).
Options
Command: May upgrade one model to a musician and one model to a standard bearer for +10 points each.
Upgrade: May be accompanied by a single plague cart for +25 points.
Notes
Shambling Horde: Fetid carriers (and any accompanying plague cart) do not pursue or overrun. Instead, units fleeing from contact with fetid carriers will suffer D6 Strength 1 hits for each rank of five or more fetid carriers.
The Festering Dead: Units of fetid carriers are infected corpses herded into battle to spread disease and so cannot be joined by characters. They can be increased beyond their starting size by healing effects.
Impact Hits: When a plague cart charges into combat, pieces of rotten flesh shower the enemy, dealing D3+1 Strength 2 impact hits.
A plague cart is a small cart of rotting corpses pushed by the unit to help them dispense pestilence; it moves like a fetid carrier and attacks may be directed at it in combat in the normal way. It must remain in the front rank of the unit. It is mounted on a 40 x 40 mm base and counts as Monstrous Infantry. If the unit suffers Wounds due to the Unstable rule or following the death of the army's general, Wounds are taken first from the plague cart until it is destroyed and then from the fetid carriers.
Skeleton Warriors
- 5 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| SKELETON WARRIOR | 4 | 2 | 2 | 3 | 3 | 1 | 2 | 1 | 5 | |
| SKELETON CHAMPION | 4 | 2 | 2 | 3 | 3 | 1 | 2 | 2 | 5 |
Equipment: Hand weapons, shields, and light armour.
Troop Type: Infantry.
Unit Size: 10+ skeleton warriors.
Special Rules: Undead.
Options
Command: May upgrade one model to a musician, one model to a standard bearer, and one model to a skeleton champion for +10 points each. The standard bearer may have a magic banner worth up to 25 points.
Weapons: May have spears for +1 point per model.
Armour: May replace light armour with heavy armour for +2 points per model.
Corpse Cart
- 60 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| CORPSE CART | 4 | 2 | 0 | 2 | 4 | 3 | 1 | 2D6 | 7 |
Equipment: Grasping hands (hand weapons).
Troop Type: Monster.
Special Rules: Undead, Regeneration, Miasma of Deathly Vigour, Random Attacks (2D6), and 5+ armour save.
Options
Upgrade: May have up to one of the following for +25 points: Balefire, Unholy Lodestone, or Warpstone Fragment.
Notes
Miasma of Deathly Vigour: Bound Spell (3). If successfully cast, all friendly undead units within 6", including the corpse cart, have the Always Strike First rule. This lasts until the start of the next friendly magic phase.
Balefire: For each corpse cart with Balefire within 24", enemy wizards suffer a -1 modifer to their casting rolls.
Unholy Lodestone: If a friendly unit within 6" of one or more Unholy Lodestones, including the corpse cart, is targeted by Invocation of Nehek, the unit is healed for an additional Wound (except those normally healed for 1).
Warpstone Fragment: The corpse cart gains the Warpstone Infusion (6") special rule.
Corpse carts do not count towards the army's minimum core requirement.
BACK TO TOPSpecial Units
Flesh Golem Crushers
- 28 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| FLESH GOLEM CRUSHER | 4 | 2 | 0 | 4(5) | 3 | 3 | 1 | 3 | 2 |
Equipment: Halberds and heavy armour.
Troop Type: Monstrous Infantry.
Unit Size: 3+ flesh golem crushers.
Special Rules: Undead and The Armoured Dead.
Notes
The Armoured Dead: These flesh golems are equipped for battle and used as shock troops. They cannot be joined by characters.
Citadel Guard
- 12 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| CITADEL GUARD | 4 | 3 | 0 | 4 | 4 | 1 | 3 | 1 | 8 | |
| WIGHT CAPTAIN | 4 | 3 | 0 | 4 | 4 | 1 | 3 | 2 | 8 |
Equipment: Hand weapons, shields, and heavy armour.
Troop Type: Infantry.
Unit Size: 10+ citadel guard.
Special Rules: Undead and Wight Blades.
Options
Command: May upgrade one model to a musician, one model to a standard bearer, and one model to a wight captain for +10 points each. The standard bearer may have a magic banner worth up to 50 points.
Weapons: May replace shields with great weapons for free.
Notes
Wight Blades: Any mundane weapons carried by this unit deal magical attacks and have the Killing Blow ability.
Black Knights
- 24 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| BLACK KNIGHT | 4 | 3 | 0 | 4 | 4 | 1 | 3 | 1 | 8 | |
| HELL KNIGHT | 4 | 3 | 0 | 4 | 4 | 1 | 3 | 2 | 8 | |
| SKELETAL STEED | 8 | 2 | 0 | 3 | 3 | 1 | 2 | 1 | 5 |
Equipment: Hand weapons, lances, shields, and heavy armour.
Mount: Skeletal steed.
Troop Type: Cavalry.
Unit Size: 5+ black knights.
Special Rules: Undead, Wight Blades, and Insubstantial Steeds.
Options
Command: May upgrade one model to a musician, one model to a standard bearer, and one model to a hell knight for +10 points each. The standard bearer may have a magic banner worth up to 50 points.
Armour: May have barding for +4 points per model.
Notes
Wight Blades: Any mundane weapons carried by this unit deal magical attacks and have the Killing Blow ability.
Insubstantial Steeds: For movement purposes only, models riding skeletal steeds are treated as Ethereal.
Spirit Host
- 55 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| SPIRIT HOST | 6 | 3 | 0 | 3 | 3 | 5 | 1 | 5 | 5 |
Equipment: Ethereal blades (hand weapons).
Troop Type: Swarm.
Unit Size: 3-10 spirit host bases.
Special Rules: Undead and Ethereal.
Monstrosity
- 100 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| MONSTROSITY | 2D6 | 3 | 0 | 5 | 4 | 6 | 1 | D6 | 2 |
Equipment: Hand weapons.
Troop Type: Monster.
Special Rules: Undead, Risen Construct, Random Movement (2D6), Random Attacks (D6), Formless Conflation, and Reaching Flesh.
Options
Upgrade: May have any of the following for +25 points each: Extra Appendages, Great Weapon, Thick Hide, Diseased.
Notes
Formless Conflation: A monstrosity does not count as having flanks or a rear for combat resolution purposes.
Reaching Flesh: A monstrosity is a mass of corpses fused together; from all over its body, desperate hands grab and scratch at those nearby. At the start of each round of combat, each unit—friend or foe—in base contact with the monstrosity suffers D6 Strength 2 hits, distributed as per shooting.
Extra Appendages: The monstrosity replaces its Random Attacks (D6) with Random Attacks (2D6).
Great Weapon: The monstrosity wields a log or a stone, which counts as a great weapon.
Thick Hide: The monstrosity has +1 Toughness.
Diseased: The monstrosity is Disease-ridden.
Monstrosities are mounted on 50 x 100 mm bases.
Deathcult Zealots
- 5 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| DEATHCULT ZEALOT | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | |
| DEATHCULT RADICAL | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 8 | |
| DEATHCULT INCITER | 4 | 3 | 3 | 4 | 4 | 2 | 3 | 2 | 8 |
Equipment: Hand weapons and light armour. | Deathcult inciter: hand weapon and light armour.
Troop Type: Infantry.
Unit Size: 10+ deathcult zealots.
Special Rules: Cult of Nagash. | Deathcult inciter: Cult of Nagash and Hate-spewer.
Options
Command: May upgrade one model to a musician, one model to a standard bearer, and one model to a deathcult radical for +10 points each. May be accompanied by a single deathcult inciter for +40 points.
Weapons: May have shields, additional hand weapons, or great weapons (one choice) for +1 point per model. A deathcult inciter may have a shield, additional hand weapon, or great weapon (one choice) for +5 points.
Magic Items: A deathcult inciter may have up to 15 points of magic items from the Common Magic Items section.
Notes
Hate-spewer: Inciters rile those around them by yelling hateful verses. In the first round of combat, the controlling player chooses one verse which will affect the deathcult inciter and the unit he is with until the end of that combat.
Provocation of Anger: Grants +1 Attack, but may not make Parry saves.
Bestial Roar: Grants +1 Strength, but -1 Weapon Skill.
Oration of Disdain: Grants Hatred against all enemies.
A deathcult inciter is treated as a character and must remain in the unit at all times.
Deathcult Shadows
- 14 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| DEATHCULT SHADOW | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | |
| DEATHCULT EAGLE EYE | 4 | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 |
Equipment: Hand weapons, bows, and light armour.
Troop Type: Infantry.
Unit Size: 5-20 deathcult shadows.
Special Rules: Cult of Nagash, Skirmishers, Scouts, and Poisoned Attacks.
Options
Command: May upgrade one model to a deathcult eagle eye for +10 points.
Weapons: May have additional hand weapons for +1 point per model.
Upgrade: The deathcult eagle eye may be given the Sniper rule for +10 points.
Rare Units
Warpstone Monolith
- 150 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| WARPSTONE MONOLITH | - | - | - | - | 10 | 3 | - | - | - | |
| DREG ATTENDANT | 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 7 | |
| MONOLITH GUARD | 4 | 3 | 0 | 4(6) | 4 | 1 | 3 | 2 | 8 |
Equipment: Hand weapons. | Monolith guard: great weapons and heavy armour.
Troop Type: War Machine.
Unit Size: 1 warpstone monolith with 1 dreg attendant and 2 monolith guard.
Special Rules: Undead, Warpstone Infusion (12"), Aura of Necrotic Binding, Warp-lightning Discharge, and Wight Weapons (monolith guard only).
Notes
Aura of Necrotic Binding: The magic that binds the undead is strengthened by the power held in this huge warpstone shard. All friendly undead units within 12" of a warpstone monolith benefit from Regeneration (6+), friendly risen constructs benefit from Regeneration (5+).
Warp-lightning Discharge: Bound Spell (3). Magic Missile. Targets an enemy unit within 24" and inflicts D6 Strength 5 hits, as the dreg attendant releases some of the energy that builds up around the monolith.
Warpstone monoliths may not be targeted by Necromancy spells.
Blightspreader Catapult
- 90 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| BLIGHTSPREADER | - | - | - | - | 7 | 3 | - | - | - | |
| DREG CREW | 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: Claws (hand weapons).
Troop Type: War Machine (Stone Thrower).
Unit Size: 1 blightspreader with 3 dreg crew.
Special Rules: Undead and Blightspreader.
Notes
Blightspreader: A blightspreader is a catapult which launches bucketloads of diseased cadavers and severed body parts, crudely tied together with flaying twine, to spread pestilence among the living. When a blightspreader fires, there are two types of damage dealt by its payload: the physical damage from being showered in rotten body parts and the more deadly damage caused by the disease cloud that lingers afterwards, sometimes for several turns.
Firstly, any model beneath the template suffers a Strength 3 hit (unlike a normal stone thrower, the model under the central hole does not suffer Multiple Wounds). Any of these models which are not slain must then take a Disease Test. Before removing the template, place a small marker under its central hole.
At the end of each friendly turn, roll a D6 for every marker left by a blightspreader payload—on a 5+, it remains on the table and so does its infectious cloud. The cloud is the size of the small template, positioned with its central hole over the marker. Any model touched by a cloud, including those attempting to move into it, out of it, or through it, must take a Disease Test in their Movement phase. Models with the Large Target or Fly special rules may move through the cloud unaffected.
Blightspreaders may not be targeted by Necromancy spells.
Wraiths
- 50 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| WRAITH | 6 | 3 | 0 | 3(5) | 3 | 2 | 2 | 3 | 5 | |
| WAILING BANSHEE | 6 | 3 | 0 | 3 | 3 | 2 | 3 | 1 | 5 |
Equipment: Scythes (great weapons). | Wailing banshee: hand weapon.
Troop Type: Infantry.
Unit Size: 3-10 wraiths.
Special Rules: Undead, Ethereal, Terror, Skirmishers, and Ghostly Howl (wailing banshee only).
Options
Command: May upgrade one model to a wailing banshee for +25 points.
Notes
Ghostly Howl: This attack may be used in the shooting phase against a single enemy unit within 8". A line of sight is not required. This attack may be used if the wailing banshee has charged or marched and may be used as a Stand & Shoot reaction. Roll 2D6+2 and for each point by which the total beats the target's Leadership, the target suffers one Wound with no armour save allowed.
Zombie Dragon
- 220 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| ZOMBIE DRAGON | 6 | 5 | 0 | 6 | 5 | 5 | 2 | 5 | 4 |
Equipment: Claws (hand weapon).
Troop Type: Monster.
Special Rules: Undead, Risen Construct, Fly, Pestilential Breath, and 5+ scaly skin save.
Notes
Pestilential Breath: This is a breath weapon attack. Any model hit suffers a Strength 2 hit with a -3 armour save modifier.
Zombie dragons are mounted on 50 x 100 mm bases.
Zombie Giant
- 185 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| ZOMBIE GIANT | 6 | 2 | 0 | 5 | 5 | 5 | 2 | special | 4 |
Equipment: Club (hand weapon).
Troop Type: Monster.
Special Rules: Undead, Risen Construct, Longshanks, Weak Knees, and Giant Special Attacks.
Options
Weapons: May have a great weapon for +10 points.
Notes
Longshanks: A zombie giant treats walls, fences, and ditches as open ground, but must test its Weak Knees when it crosses such obstacles.
Weak Knees: A zombie giant's knee joints are decrepit and prone to shattering. If a zombie giant (1) is beaten in combat, (2) crosses an obstacle, or (3) jumps and stomps, then roll a D6—on a 1, its knees snap, detaching its upper body which falls flat on the ground.
If the zombie giant falls or dies, roll a scatter dice and place the fallen giant template in that direction with its feet at the model's base. All models touched by the template suffer a Strength 5 hit with the Multiple Wounds (D3) special rule.
A zombie giant with broken knees suffers 1 Wound when it hits the ground and cannot get back up until it has been healed by Invocation of Nehek, which mends its knee joints and causes it to stand back up immediately (in addition to restoring Wounds). While on the ground, the zombie giant may not attack, but may defend itself—so attackers must still roll to hit as normal.
Giant Special Attacks: If the zombie giant is fighting a big target (such as an ogre, a kroxigor, a chariot, etc.), then it attacks in the following way: roll a D6—on a 1, Unholy Bawl; on a 2-4, Thump with Club; on a 5-6, Cannibalise. If the zombie giant is fighting anyone smaller, then it attacks in the following way: roll a D6—on a 1, Unholy Bawl; on a 2-3, Jump and Stomp; on a 4-6, Swing with Club.
Unholy Bawl: The zombie giant roars. The combat ends and the zombie giant's side wins by 2.
Thump with Club: The zombie giant chooses one model; the model must pass an Initiative test on a D6 (remembering that a 6 always fails) or suffer D6 Wounds (or 2D6 Wounds if the zombie giant has a great weapon) with no armour save allowed.
Cannibalise: The zombie giant chooses one model and bites it, causing D3 Wounds with no armour save allowed. The zombie giant is healed for 1 Wound for each Wound inflicted.
Jump and Stomp: The zombie giant jumps on the target causing 2D6 Strength 5 hits allocated as shooting. It must then test its Weak Knees.
Swing with Club: The zombie giant swings its club across the target, causing D6 Strength 5 hits (or Strength 7 hits if the zombie giant has a great weapon), allocated as shooting.
Zombie giants are mounted on 50 x 100 mm bases.
Globhaegan, the Blood Construct
- 190 points
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| GLOBHAEGAN | 2D6 | 3 | 0 | 4 | 6 | 6 | 1 | 2D6 | 2 |
Equipment: Bloody claws (hand weapons).
Troop Type: Monster (Special Character).
Special Rules: Undead, Risen Construct, Random Movement (2D6), Random Attacks (2D6), Formless Conflation, Goreskin, Gory Deluge, and Poisoned Attacks.
Notes
Formless Conflation: Globhaegan does not count as having flanks or a rear for combat resolution purposes.
Goreskin: When Globhaegan was first stitched together, his creator left him for days in a tank of rancid blood. When he emerged, he was covered in a thick layer of viscous gore which clung to his flesh like a second skin. Whenever Globhaegan is hit in close combat, the attacking unit suffers an automatic Strength 2 hit with a -1 armour save modifier for each successful hit made by that unit, as toxic blood splashes back.
Gory Deluge: This is a breath weapon attack. Any model hit suffers a Strength 2 hit with a -1 armour save modifier.
Globhaegan is mounted on a 50 x 100 mm base.
BACK TO TOPDark Hordes Summary
Reference Sheet
Here follows a quick reference of the Dark Hordes units and associated special rules. Each name on the left-hand side is a hyperlink to the related section in the rules.
| Lords | M | WS | BS | S | T | W | I | A | Ld | Special Rules |
|---|---|---|---|---|---|---|---|---|---|---|
| Nagash | 4 | 5 | 4 | 5(6) | 5 | 5 | 4 | 4 | 10 | Undead, Terror, Books of Nagash, Necromantic Eminence, Deathless Will, Lord of the Undead. |
| Heinrich Kemmler | 4 | 4 | 3 | 3 | 4 | 3 | 3 | 2 | 8 | Undead, Books of Nagash, Puppetmaster (5+), Great Necromancer. |
| Dieter Helsnicht | 4 | 3(4) | 3 | 3(4) | 4 | 3 | 3 | 2(3) | 8 | Undead, Books of Nagash, Puppetmaster (5+). |
| Abyssal Terror | 6 | 4 | 0 | 5 | 5 | 4 | 2 | 3 | 4 | Undead, Risen Construct, Fly. |
| Liche | 4 | 2 | 0 | 2 | 4 | 3 | 3 | 1 | 8 | Undead, Obsidian Charms, Puppetmaster (4+), Necromantic Eminence. |
| Master Necromancer | 4 | 3 | 3 | 3 | 4 | 3 | 3 | 2 | 8 | Undead, Puppetmaster (5+). |
| Nightmare | 8 | 3 | 0 | 4 | 4 | 1 | 2 | 1 | 5 | Undead. |
| Hellsteed | 8 | 3 | 0 | 4 | 4 | 1 | 2 | 1 | 5 | Undead, Fly. |
| Abyssal Terror | 6 | 4 | 0 | 5 | 5 | 4 | 2 | 3 | 4 | Undead, Risen Construct, Fly. |
| Dreg Acolyte | 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 7 | Undead, Rite of Blood. |
| Heroes | M | WS | BS | S | T | W | I | A | Ld | Special Rules |
| Krell | 4 | 6 | 0 | 4(6) | 5 | 3 | 4 | 3 | 9 | Undead, Terror, Wight Blades. |
| Wight King | 4 | 4 | 0 | 4 | 5 | 3 | 4 | 3 | 9 | Undead, Wight Blades. |
| Skeletal Steed | 8 | 2 | 0 | 3 | 3 | 1 | 2 | 1 | 5 | Undead, Insubstantial Steed. |
| Ancient Wraith | 6 | 3 | 0 | 3(5) | 3 | 2 | 2 | 3 | 5 | Undead, Ethereal, Terror, Chill Grasp. |
| Vile Alchemist | 4 | 3 | 3 | 3 | D6 | 2 | 3 | 1 | 7 | Undead, Disease-ridden, Random Toughness (D6), Malicious Concoctions. |
| Necromancer | 4 | 3 | 3 | 3 | 3 | 2 | 3 | 1 | 7 | Undead, Puppetmaster (5+). |
| Nightmare | 8 | 3 | 0 | 4 | 4 | 1 | 2 | 1 | 5 | Undead. |
| Hellsteed | 8 | 3 | 0 | 4 | 4 | 1 | 2 | 1 | 5 | Undead, Fly. |
| Core Units | M | WS | BS | S | T | W | I | A | Ld | Special Rules |
| Zombie | 4 | 1 | 0 | 2 | 2 | 1 | 1 | 1 | 2 | Undead, Shambling Horde, The Newly Dead. |
| Flesh Golem | 4 | 2 | 0 | 4 | 3 | 3 | 1 | 3 | 2 | |
| Fetid Carrier | 4 | 1 | 0 | 1 | 3 | 1 | 1 | 1 | 2 | Undead, Disease-ridden, Shambling Horde, |
| Plague Cart | 4 | 1 | 0 | 2 | 4 | 3 | 1 | D6 | 2 | The Festering Dead, Impact Hits (D3+1), 5+ armour save. |
| Skeleton Warrior | 4 | 2 | 2 | 3 | 3 | 1 | 2 | 1 | 5 | Undead. |
| Skeleton Champion | 4 | 2 | 2 | 3 | 3 | 1 | 2 | 2 | 5 | |
| Corpse Cart | 4 | 2 | 0 | 2 | 4 | 3 | 1 | 2D6 | 7 | Undead, Regeneration, Miasma of Deathly Vigour, Random Attacks (2D6), 5+ armour save. |
| Special Units | M | WS | BS | S | T | W | I | A | Ld | Special Rules |
| Flesh Golem Crushers | 4 | 2 | 0 | 4(5) | 3 | 3 | 1 | 3 | 2 | Undead, The Armoured Dead. |
| Citadel Guard | 4 | 3 | 0 | 4 | 4 | 1 | 3 | 1 | 8 | Undead, Wight Blades. |
| Wight Captain | 4 | 3 | 0 | 4 | 4 | 1 | 3 | 2 | 8 | |
| Black Knight | 4 | 3 | 0 | 4 | 4 | 1 | 3 | 1 | 8 | Undead, Wight Blades. |
| Hell Knight | 4 | 3 | 0 | 4 | 4 | 1 | 3 | 2 | 8 | |
| Skeletal Steed | 8 | 2 | 0 | 3 | 3 | 1 | 2 | 1 | 5 | Undead, Insubstantial Steed. |
| Spirit Host | 6 | 3 | 0 | 3 | 3 | 5 | 1 | 5 | 5 | Undead, Ethereal. |
| Monstrosity | 2D6 | 3 | 0 | 5 | 4 | 6 | 1 | D6 | 2 | Undead, Risen Construct, Random Movement (2D6), Random Attacks (D6), Formless Conflation, Reaching Flesh. |
| Deathcult Zealot | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | Cult of Nagash. |
| Deathcult Radical | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 8 | |
| Deathcult Inciter | 4 | 3 | 3 | 4 | 4 | 2 | 3 | 2 | 8 | Hate-spewer. |
| Deathcult Shadow | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | Cult of Nagash, Skirmishers, Scouts. |
| Deathcult Eagle Eye | 4 | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | |
| Rare Units | M | WS | BS | S | T | W | I | A | Ld | Special Rules |
| Warpstone Monolith | - | - | - | - | 10 | 3 | - | - | - | Undead, Warpstone Infusion (12"), |
| Dreg Crew | 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 7 | Aura of Necrotic Binding, Warp-lightning Discharge. |
| Monolith Guard | 4 | 3 | 0 | 4(6) | 4 | 1 | 3 | 2 | 8 | Wight Weapons. |
| Blightspreader | - | - | - | - | 7 | 3 | - | - | - | Undead, Blightspreader. |
| Dreg Crew | 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 7 | |
| Wraith | 6 | 3 | 0 | 3(5) | 3 | 2 | 2 | 3 | 5 | Undead, Ethereal, Terror, Skirmishers. |
| Wailing Banshee | 6 | 3 | 0 | 3 | 3 | 2 | 3 | 1 | 5 | Ghostly Howl. |
| Zombie Dragon | 6 | 5 | 0 | 6 | 5 | 5 | 2 | 5 | 4 | Undead, Risen Construct, Fly, Pestilential Breath, 5+ scaly skin save. |
| Zombie Giant | 6 | 2 | 0 | 5 | 5 | 5 | 2 | sp. | 4 | Undead, Risen Construct, Longshanks, Weak Knees, Giant Special Attacks. |
| Globhaegan | 2D6 | 3 | 0 | 4 | 6 | 6 | 1 | 2D6 | 2 | Undead, Risen Construct, Random Movement (2D6), Random Attacks (2D6), Formless Conflation, Goreskin, Gory Deluge, Poisoned Attacks. |
| Other Units | M | WS | BS | S | T | W | I | A | Ld | Special Rules |
| Frankenrot's Monster | 4 | 2 | 0 | 5 | 4 | 3 | 1 | 4 | 2 | Undead. |
Frequently Asked Questions
Army Special Rules
If a risen construct is within range of a necromancer with Rite of Binding and also the Battle Standard Bearer, are these effects cumulative with one another so that it suffers three less Wounds than it normally would due to the Unstable rule or following the death of the army's general?
Yes, these effects are cumulative with one another.
If a necromancer has the Stirring Presence ability and casts Raise Dead while The Black Mist is active, are the effects cumulative?
Yes, he would summon three units of zombies! Some, all, or none of these can be combined into larger units at the controlling player's will.
If a spell which targets multiple units is cast such that one or more, but not all, of the targets are within range of a model with Rite of Desecration, does the spell benefit from that ability?
Yes, only one target needs to be in range for the spell to benefit.
Can The Black Mist benefit from Rite of Desecration?
No, as it does not target any particular unit.
Forbidden Lore
Does Life Steal raise the starting Wounds of a character, therefore allowing him to be healed back up to the highest value he reaches?
No. The spell may increase a character's Wounds beyond the starting value, but this does not change the starting value.
Arkayne Artefacts
If a wight king with Sword of Kings is affected by Hellish Vigour, does he score Killing Blows on a 4+?
Yes.
If the army includes Dieter Helsnicht, can another character take the Rod of Flaming Death?
No.
Does a zombie giant benefit from The Book of W'Soran?
Yes, a zombie giant may roll a second special attack provided that (1) he did not fail a Weak Knees test in his first attack and (2) his first attack was not Unholy Bawl.
When a wizard uses the Dread Circlet, or when Dieter Helsnicht uses his Spell Scroll, do casting modifiers (such as from Empowered Summoning) affect the total casting value for dispelling purposes?
No.
When a wizard uses the Dread Circlet, or when Dieter Helsnicht uses his Spell Scroll, is he able to cast boosted versions of spells?
No, only the basic, unboosted version of the spell is cast.
If a spell that remains in play is cast with the Dread Circlet, in subsequent turns what is the casting value considered to be and does it cause a backlash on the caster if it is dispelled?
In subsequent turns, the spell is dispelled using its normal casting value and dispelling it will not cause a backlash to the caster.
If a wizard rolls a 1 or 2 when attempting to cast with the Dread Circlet, is his concentration broken?
No, because the item failed to cast the spell, not the wizard. The wizard may continue to cast spells as normal.
Dark Hordes Army List
When Heinrich Kemmler uses his Cloak of the Lichemaster, does he count as Ethereal and can he join Ethereal units?
No. Only the move has the Fly and Ethereal special rules, not Kemmler himself.
If a deathcult inciter is slain or sent to the back of the unit after a refused challenge, does the unit he was with remain affected by his last Hate-spewer bonus?
The unit remains affected by its Hate-spewer bonus until the end of the combat and then loses the effect. If the deathcult inciter is later returned to the front rank, he can start Hate-spewing again ready for the next combat.
If an enemy unit in combat with a model wielding a Lunatic's Mantle is using the enemy general's Leadership, is it modified?
No. The unit's Leadership is modified, but the unit is not using its own Leadership. However, if the enemy general is affected by the reduction effect, then the Leadership value which he confers is modified! (Remember that the Lunatic's Mantle is only effective for Fear tests.)
Page 1: The Army List|Page 2: Development


