Warhammer Fantasy Battles · 8th Edition

Lore of Undeath
Summons Helper

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.

The Host of Death [ 3000 pts ]
End Times [3000 pts] (Undead Legions (2014))
• - Army Size : Grand Army (3000+ points)
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
Models Options
1x Arkhan the Black, Mortarch of Sacrament
Model M WS BS S T W I A LD ArmourSave WardSave MR Type
Arkhan the Black, Mortarch of Sacrament

6

4

3

5

6

8

3

7

9

6+

Monster (Special Character)

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+.
Magic Item Magic Property
Zefet-kar, the Tomb Blade

Magic Weapon. For every unsaved Wound caused by this blade to an enemy in close combat, Arkhan the Black immediately regains one Wound lost earlier in the battle. Arkhan cannot regain more than 4 lost Wounds with Zefet-kar, the Tomb Blade, in any one phase.

Khenash-an, the Staff of Spirits

Arcane Item. This staff can be used to store up to two power dice. Remove the dice from your power pool during the Magic phase. Arkhan can expend the stored dice in any of his future Magic phases, in addition to the six dice he is normally allowed to use when casting a spell, allowing him to roll up to eight dice in a single casting attempt. Note that stored dice may not be used in the same Magic phase in which they are stored in the staff.

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
Weapon Range Strength Special Rules
Hand Weapon

Combat

As User

None

Lance (mounted models only) (x9)

Combat

+2 on the charge

Armour Saving Throw modifier Special Rules
Heavy Armour

5+

Shield

-1

Parry Save (BRB-88)

Barding (x9)

-1

Model M WS BS S T W I A LD ArmourSave WardSave MR Type
Skeletal Steed

8

2

0

3

3

1

2

1

3

-1

Cavalry

Black Knight (x9)

4

3

0

4

4

1

3

1

6

-

Hell Knight

4

3

0

4

4

1

3

2

6

-

Magic Standard Magical Emination
The Screaming Banner

Enemy units taking a Fear test whilst in combat with the unit carrying this banner must roll one extra dice for the test and discard the one with the lowest result.

Rules Killing Blow (Riders only) (BRB-72) Undead (AB-26) Spectral Steeds (AB-51) Swiftstride (BRB-76)
Categories
Special
311 pts Grave Guard
Models Options
21x Grave Guard Shield
Weapon Range Strength Special Rules
Hand Weapon

Combat

As User

None

Armour Saving Throw modifier Special Rules
Heavy Armour

5+

Shield (x21)

-1

Parry Save (BRB-88)

Model M WS BS S T W I A LD ArmourSave WardSave MR Type
Grave Guard (x21)

4

3

0

4

4

1

3

1

6

Infantry

Seneschal

4

3

0

4

4

1

3

2

6

Infantry

Magic Standard Magical Emination
Banner of the Barrows

All Grave Guard, Black Knights and Wight Kings in the same unit as the Banner of the Barrows recieve +1 to Hit in close combat. This bonus also applies to Krel, Lord of the Undeath shoul dhe be in the same unit. Note this is not confferred to any mounts they may have.

Rules Undead (AB-26) Killing Blow (BRB-72)
Categories
Special
250 pts Krell, Mortarch of Despair
Models Options
1x Krell, Mortarch of Despair
Model M WS BS S T W I A LD ArmourSave WardSave MR Type
Krell, Mortarch of Despair

4

5

0

4

5

4

5

4

10

4+

Infantry (Special Character)

Magic Item Magic Property
Armour of the Barrows

Magic armour. The Armour of the Barrows confers a 4+ armour save. If a character with a magic weapon wounds Krell in close combat and Krell passes his armour save, that magic weapon's abilities are nullified; it is treated as a normal, non-magical weapon of the same type for the remainder of the game. If no type is listed, treat it as a hand weapon.

The Black Axe of Krell

Magic Weapon. Requires Two Hands. The Black Axe confers +2 Strength in close combat. It has the Always Strikes Last and Multiple Wounds (D3) special rules. Furthermore, any model taking an unsaved Wound from the Black Axe but not removed from play must roll a D6 at the start of each of its subsequent turns. If the result is higher than the number of Wounds it has remaining, that model suffers an additional Wound with no armour saves allowed.

Rules Champion of Nagash Killing Blow Mortarch of Despair Terror Undead
Categories
Lords
180 pts Morghast Archai
Models Options
2x Morghast Archai
Model M WS BS S T W I A LD ArmourSave WardSave MR Type
Morghast Archai (x2)

6

5

3

5

5

4

4

3

10

4+

Monstrous Infantry

Weapon Range Strength Special Rules
Halberd (x2)
Armour Saving Throw modifier Special Rules
Ebon-wrought armour (x2)

4+

A model with ebon-wrought armour has a 4+ armour save.

Rules Heralds of the Accursed One Hover Killing Blow Terror Undead
Categories
Rare
320 pts Morghast Harbingers
Models Options
4x Morghast Harbinger
Model M WS BS S T W I A LD ArmourSave WardSave MR Type
Morghast Harbinger (x4)

6

5

3

5

5

4

4

3

10

5+

Monstrous Infantry

Weapon Range Strength Special Rules
Two Hand Weapons (x4)
Armour Saving Throw modifier Special Rules
Heavy Armour (x4)

5+

Rules Heralds of the Accursed One Hover Killing Blow Terror Undead
Categories
Special
1000 pts Nagash
Models Options
1x Nagash
Model M WS BS S T W I A LD ArmourSave WardSave MR Type
Nagash

6

7

7

7

7

7

6

6

10

4+

4++

Monster (Special Character)

Arcane and Enchanted Item Magic Property
Alakanash, the Staff of Power

Arcane Item. This staff can be used to store up to four power dice. Remove the dice from your power pool during the Magic phase. Nagash can expend any or all of the stored dice in any of his future Magic phases, in addition to the six dice he is normally allowed to use when casting a spell, allowing him to roll up to ten dice in a single spell casting attempt. Note that stored dice may not be used in the same Magic phase in which they are stored in the staff.

In addition, dice stored in the staff may be discarded in the Close Combat phase before Nagash attacks. Each dice that is discarded confers the Heroic Killing Blow special rule to one of Nagash's attacks (including attacks he makes with the Mortis Blade). Note that you will need to roll separately for the attacks that have the Heroic Killing Blow special rule and those that do not.

The Nine Books of Nagash

Arcane Item. Nagash knows nine spells. The first of these is always Ryze - the Grave Call, from the Lore of Undeath. He generates the other eight spells from the Lore of Death, the Lore of Light, the Lore of Nehekhara, the Lore of the Vampires and the Lore of Undeath in any combination. Declare how many spells he will know from each lore before spells are generated.

Weapon Range Strength Special Rules
Zefet-nebtar, the Mortis Blade

Melee

+1

Magic Weapon. Close combat attacks made with this sword are resolved at +1 Strength and have the Multiple Wounds (D3) special rule.

Armour Saving Throw modifier Special Rules
Morikhane, the Black Armour

4+

Magic Armour. The wearer has a 4+ armour save and a 4+ ward save.

Rules Level 5 Wizard Arch-Necromancer Death Magic Incarnate Large Target Supreme Lord of the Undead Terror Undead
Categories
Lords
Spells: The Lore of Undeath
Due to the howling gale of death magic sweeping across the world, it is simplicity itself for one schooled in the magical arts to tap into this dangerous form of sorcery and command the dead to rise and do their bidding.
Introduction:

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:

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.

Raise the Dead (Lore Attribute):

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.

The Grave Call (Signature Spell)Cast on 9+
Drawing forth the dark energy coursing through the land, the caster sends tendrils of power seeping into the ground in search of long dead bodies to answer his summons.

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.

1. Breath of DarknessCast on 6+
The Wizard draws tendrils of the Wind of Death into a dark fog that restores the undead and fills them with unholy vigour.

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.

2. Hand of DustCast on 7+
Grasping hold of his foe, the wizard pours forth the decaying power of the ages, desiccating flesh, armour & bone, and reducing his victim to dust in a single heartbeat.

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.

3. Soul StealerCast on 8+
The Wizard tears the souls from his victim's bodies and breathes unlife into their sundered corpses.

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.

4. Abyssal SwarmCast on 10+
The Wizard binds the bones of predatory creatures with dark magic, causing them to rise from their animal graves.

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+.

5. The HarbingerCast on 10+
The greatest practitioners of the dark arts can summon forth the most fearsome champions & creatures of undeath.

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+.

6. The Dark RidersCast on 16+
At the Wizard's command, the ground opens up to reveal a portal through which long dead knights ride forth to do battle.

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.

End Times Spells:

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 (End Times Spell)Cast on 20+
At the Necromancer's command, his enemies feel the looming shadow of undeath fall across them, sapping their strength and endurance.

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

Summoning quick reference

Choose the caster and Raise the Dead counters. Every spell panel updates to show the largest legal plain unit that fits its allowance.

12"summoning range

The Grave CallBasic · Cast on 9+ · Infantry50 ptseffective allowance
The Grave CallBoosted · Cast on 13+ · Infantry100 ptseffective allowance
The Grave CallBoosted · Cast on 16+ · Infantry150 ptseffective allowance
Abyssal SwarmBasic · Cast on 10+ · War Beasts or Swarms75 ptseffective allowance
Abyssal SwarmBoosted · Cast on 16+ · Monstrous Beasts150 ptseffective allowance
The HarbingerBasic · Cast on 10+ · Character65 ptseffective allowance
The HarbingerBoosted · Cast on 24+ · Single Monster, Chariot, or War Machine200 ptseffective allowance
The Dark RidersCast on 16+ · Cavalry, Monstrous Cavalry, or Chariots150 ptseffective allowance
Rules
Level 4 Wizard:

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.

Feaster of Souls:

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.

First of the Mortarchs:

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.

Mortarch of Sacrament:

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.

Champion of Nagash:

If Krell is fighting a challenge whilst in the same combat as Nagash, he has the Heroic Killing Blow special rule.

Mortarch of Despair:

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.

Heralds of the Accursed One:

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).

Level 5 Wizard:

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.

Arch-Necromancer:

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.

Death Magic Incarnate:

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.

Supreme Lord of the Undead:

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.

Fly / Hover / Killing Blow / Large Target / Swiftstride (BRB-76) / Terror / Undead:
Killing Blow (BRB-72) / Killing Blow (Riders only) (BRB-72):

To wound rolls of 6 causes a killing blow that automatically slays. Only against infantry, cavalry and war beasts. Ignores Armor and Regeneration saves.

Spectral Steeds (AB-51):

Gains Ethereal for purpose of movement only. Loses this special rule if joined by a Character without the Spectral Steeds or Ethereal special rule.

Undead (AB-26):

Unbreakable, Unstable and cause Fear. Cannot march unless within 12" of army general. When charged, may only elect to hold.