Warhammer Fantasy Battles · 8th Edition
Set your caster and Raise the Dead counters, then see the largest legal units available to each summoning spell—including the doubled and tripled allowances used by Arkhan and Nagash.
| NAME | ROLE | pts | OPTIONS |
| Arkhan the Black, Mortarch of Sacrament | Lords | 650 |
Model Arkhan the Black, Mortarch of Sacrament
Categories Lords
|
| Krell, Mortarch of Despair | Lords | 250 |
Model Krell, Mortarch of Despair
Categories Lords
|
| Nagash | Lords | 1000 |
Model Nagash
Weapon Zefet-nebtar, the Mortis Blade
Arcane and Enchanted Item Alakanash, the Staff of Power
The Nine Books of Nagash
Armour Morikhane, the Black Armour
Categories Lords
|
| (2) Morghast Archai | Rare | 180 |
2x
Morghast Archai [180
pts]
Model Morghast Archai (x2)
Weapon Halberd (x2)
Armour Ebon-wrought armour (x2)
Categories Rare
|
| Black Knights | Special | 289 |
9x
Black Knight [234
pts], Barding [3
pts], Lances [2
pts], Champion [10
pts], Musician [10
pts], Standard Bearer [35
pts], AB - The Screaming Banner [25
pts]
Model Skeletal Steed
Black Knight (x9)
Hell Knight
Weapon Hand Weapon
Lance (mounted models only) (x9)
Armour Heavy Armour
Shield
Barding (x9)
Magic Standard The Screaming Banner
Categories Special
|
| (21) Grave Guard | Special | 311 |
21x
Grave Guard [231
pts]: Shield
Champion [10 pts], Musician [10 pts], Standard Bearer [60 pts], AB - Banner of the Barrows [50 pts]
Model Grave Guard (x21)
Seneschal
Weapon Hand Weapon
Armour Heavy Armour
Shield (x21)
Magic Standard Banner of the Barrows
Categories Special
|
| (4) Morghast Harbingers | Special | 320 |
4x
Morghast Harbinger [320
pts]
Model Morghast Harbinger (x4)
Weapon Two Hand Weapons (x4)
Armour Heavy Armour (x4)
Categories Special
|
| - Army Size |
|
Categories
|
| 650 pts Arkhan the Black, Mortarch of Sacrament | ||||||||||||||||||||||||||||||||||
|
||||||||||||||||||||||||||||||||||
Arkhan the Black and his Dread Abyssal mount are described with a single combined characteristics profile. The rider and the mount are treated as a single model for any and all rules purposes. Arkhan and his Dread Abyssal have a combined armour save of 6+.
|
||||||||||||||||||||||||||||||||||
|
Rules
Level 4 Wizard
Feaster of Souls
First of the Mortarchs
Fly
Large Target
Mortarch of Sacrament
Terror
Undead
|
||||||||||||||||||||||||||||||||||
|
Categories
Lords
|
| 289 pts Black Knights | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Rules
Killing Blow (Riders only) (BRB-72)
Undead (AB-26)
Spectral Steeds (AB-51)
Swiftstride (BRB-76)
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Categories
Special
|
| 311 pts Grave Guard | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Rules
Undead (AB-26)
Killing Blow (BRB-72)
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Categories
Special
|
| 250 pts Krell, Mortarch of Despair | ||||||||||||||||||||||||||||||||||
|
||||||||||||||||||||||||||||||||||
|
||||||||||||||||||||||||||||||||||
|
Rules
Champion of Nagash
Killing Blow
Mortarch of Despair
Terror
Undead
|
||||||||||||||||||||||||||||||||||
|
Categories
Lords
|
| 180 pts Morghast Archai | ||||||||||||||||||||||||||||||||||||||||||
|
||||||||||||||||||||||||||||||||||||||||||
|
||||||||||||||||||||||||||||||||||||||||||
|
Rules
Heralds of the Accursed One
Hover
Killing Blow
Terror
Undead
|
||||||||||||||||||||||||||||||||||||||||||
|
Categories
Rare
|
| 320 pts Morghast Harbingers | ||||||||||||||||||||||||||||||||||||||||||
|
||||||||||||||||||||||||||||||||||||||||||
|
||||||||||||||||||||||||||||||||||||||||||
|
Rules
Heralds of the Accursed One
Hover
Killing Blow
Terror
Undead
|
||||||||||||||||||||||||||||||||||||||||||
|
Categories
Special
|
| 1000 pts Nagash | ||||||||||||||||||||||||||||||||||||||||||||||||
|
||||||||||||||||||||||||||||||||||||||||||||||||
|
||||||||||||||||||||||||||||||||||||||||||||||||
|
Rules
Level 5 Wizard
Arch-Necromancer
Death Magic Incarnate
Large Target
Supreme Lord of the Undead
Terror
Undead
|
||||||||||||||||||||||||||||||||||||||||||||||||
|
Categories
Lords
|
This section of End Times describes a new type of spell and presents a brand new Lore of Magic - the Lore of Undeath - that can be used in your games of Warhammer. Unlike other spells, which can only be used by Wizards who list that spell lore in their special rules, any Wizard can choose to generate spells from the Lore of Undeath.
Summoning spells are a type of spell that enables the caster to place a new unit under the owning player's command onto the battlefield. The spell will specify what type of unit is summoned, and how many points' worth of models it can have. Such units are referred to as 'summoned units'. Summoned units can be upgraded to include any options listed in their army list entries, but must adhere to their minimum unit sizes as normal.
The summoned unit must be deployed wholly within the spell's range and at least 1" away from all units, buildings and impassable terrain. A unit can be placed facing any direction, and in any legal formation. It does not need to be deployed in the caster's line of sight or forward arc. If the summoned unit includes more than five models, its front rank must be at least five models wide. Summoned units cannot be dispelled, and do not award victory points under any circumstances. Finally, if a summoned unit cannot be deployed because there is not enough room, the unit does not enter play at all, though the spell's lore attribute may still apply.
Place a counter on the battlefield every time a friendly Wizard successfully casts a spell from the Lore of Undeath. Any friendly Wizard who casts a summoning spell from the Lore of Undeath may choose, after having successfully cast the spell, to spend one or more counters. For every counter spent, he increases by 10 the amount of points that the spell may summon.
Call of the Grave is a summoning spell with a range of 12". Base spell summons a 50 point infantry unit from the Undead Legions list. Bigger versions summon a 100 point (13+) or 150 point (16+) unit.
Dark Breath is a blessing that targets a friendly unit with the Undead rule within 12" of the caster. The unit immediately regains 1D3+1 wounds. In addition, if the unit is not engaged in combat, it can perform a normal movement as if it were the Remaining Moves phase.
Hand of Dust is a blessing that targets the caster. In combat, the wizard may choose to forego all of its normal attacks in order to perform a single attack with the Hand of Dust against a single miniature in base to base contact. If the attack roll hits, the enemy takes a wound with the Multiple Wounds (D6) rule with no armour saves allowed. If Hand of Dust kills an enemy character in a challenge, immediately gain D6 Raise Dead counters.
Soul Stealer is a direct damage spell with a 12" range. Roll 2D6+2. For each point the result exceeds the target's Leadership, the target takes a wound with no armour saves allowed. If this spell causes at least one unsaved wound, gain D3 Raise Dead counters.
Abyssal Swarm is a summoning spell with a range of 12". The caster summons a unit of War Beasts or Swarms from the Undead Legions list of up to 75 points. The caster may instead choose to summon a unit of Monstrous Beasts of up to 150 points, in which case the difficulty is 16+.
The Herald is a summoning spell with a range of 12". The caster summons a character of up to 65 points from the Undead Legions list. The caster may instead choose to summon a single Monster, Chariot or War Machine of up to 200 points, in which case the difficulty is 24+.
Dark Riders is a summoning spell with a range of 12". The caster summons a unit of Cavalry, Monstrous Cavalry or Chariots from the Undead Legions list of up to 150 points.
In a game set during the End Times, Wizards of Level 3 or higher know End Times spells in addition to the other spells that they know. Each different End Times spell can be cast only once per Magic phase, and cannot be dispelled if successfully cast.
Most End Times spells are extensions of existing Lores of Magic, and benefit from the lore attribute of their parent lore in the usual way. Any Wizard who knows the lore in question will also know any End Times spells associated with that lore. Some End Times spells are not associated with any lore. These spells can be used by any Wizard, unless they state otherwise.
Malediction of Nagash is a hex spell that targets all enemy units within 24". All target units halve the Strength characteristic on their profile (round up any fractions) until the start of the caster's next Magic phase.
Lore of Undeath play aid
Choose the caster and Raise the Dead counters. Every spell panel updates to show the largest legal plain unit that fits its allowance.
No listed unit meets its minimum size at this allowance.
No listed unit meets its minimum size at this allowance.
No listed unit meets its minimum size at this allowance.
No listed unit meets its minimum size at this allowance.
No listed unit meets its minimum size at this allowance.
No listed unit meets its minimum size at this allowance.
No listed unit meets its minimum size at this allowance.
No listed unit meets its minimum size at this allowance.
Arkhan the Black is a Level 4 Wizard who uses spells from the Lore of Death and the Lore of Undeath. He can generate all of his spells from one lore, or from either of the above lores in any combination. Declare how many spells he will know from each lore before spells are generated.
At the end of any Close Combat phase in which this model has caused an unsaved Wound, roll a D6. On a score of 6, it regains one Wound lost earlier in the battle.
Arkhan the Black suffers one Wound less than he normally would due to the Unstable special rule. This is in addition to any other modifiers that apply. In addition, Arkhan can make march moves as normal, even though he has the Undead special rule.
When Arkhan the Black successfully casts a summoning spell from the Lore of Undeath, double the points' worth of models that he can summon, including additional points generated by Raise the Dead counters.
If Krell is fighting a challenge whilst in the same combat as Nagash, he has the Heroic Killing Blow special rule.
Whenever an enemy unit fails a Fear, Terror or Break test within 12" of Krell, he automatically regains a single Wound lost earlier in the battle.
Units with this special rule and all friendly units with the Undead special rule within 12" of them suffer one less Wound than they normally would due to the Unstable special rule (in addition to any other modifiers that apply).
Nagash is a Level 5 Wizard. He uses spells from the Lore of Death, Lore of Light, Lore of Nehekhara (see Warhammer: Tomb Kings), Lore of the Vampires (see Warhammer: Vampire Counts) & Lore of Undeath.
Designer's Note: Normally, Wizards cannot be above level 4, but Nagash is so incredibly powerful that he is an exception to this rule.
If Nagash suffers a miscast whilst casting a spell, you may re-roll the result on the Miscast table but must accept the second result if you do so, even if it is worse.
Nagash, and all friendly units with the Undead special rule within 12" of him, suffer two Wounds fewer than they normally would due to the Unstable special rule. This is in addition to any other modifiers that apply – including the Morghasts' Heralds of the Accursed One special rule.
When Nagash successfully casts a summoning spell from the Lore of Undeath, triple the points' worth of models that he can summon, including any additional points generated by Raise the Dead counters. In addition, Nagash treats the summoning spells from the Lore of Undeath as having tripled their usual range.
To wound rolls of 6 causes a killing blow that automatically slays. Only against infantry, cavalry and war beasts. Ignores Armor and Regeneration saves.
Gains Ethereal for purpose of movement only. Loses this special rule if joined by a Character without the Spectral Steeds or Ethereal special rule.
Unbreakable, Unstable and cause Fear. Cannot march unless within 12" of army general. When charged, may only elect to hold.