Nagash is a truly ancient being of unfathomable necromantic might, nothing less than a jealous god of the dead. To look upon his towering, cadaverous form, bedecked in a macabre panoply and wreathed in soul-flaying energies, is to know the futility of hope and the horrifying inevitability of the grave.

This page contains all of the rules you need to field your Legions of Nagash miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.


Books

BookKindEditionVersionLast update
  Legions of Nagash
  Legions of NagashBattletome11.1December 2019
  General’s Handbook ’2020
  General’s Handbook ’2020Expansion21.0August 2020
  Forge World: Monstrous Arcanum
  Forge World: Monstrous ArcanumExpansion2June 2018
  Warhammer Underworlds: Shadespire
  Warhammer Underworlds: ShadespireWarscroll1October 2017

Designers’ Commentary

Battletome: Legions of Nagash

 Q: How large is a gravesite and a gravesite marker?
A:
A gravesite is a point you pick on the battlefield that you measure to – it does not have a size as such, but you can consider it to be 1mm across if you wish. Gravesite markers are simply to help you remember where the gravesites are located, and therefore can be of any size; they have no effect on the game other than to mark the location of the gravesites, they do not interfere with movement or visibility, and they can be moved aside to allow the movement and placement of units if need be (in which case you will need to remember the location of the gravesite by other means).
 Q: If a single Hero is within 9" of two different gravesites, can you set up two different units from the grave, one from each gravesite?
A:
Yes.
 Q: In a battle between two Legions of Nagash, do both players set up gravesites? If so, can a player use their opponent’s gravesites as well as their own?
A:
Yes to both questions.
 Q: If I use the Unquiet Dead battle trait to set up a unit at the end of my movement phase, can the unit move?
A:
No. Things that happen at the end of a phase take place after all of that phase’s usual activities; in the case of the movement phase, this means they occur after all normal moves have been made.
 Q: Can I use one of the dice rolls for the Invigorating Aura ability to both heal models and then (if enough points are left over), bring back slain models? If I don’t roll high enough to bring back a model with all of its wounds healed, can I bring it back with only as many wounds remaining as the dice roll?
A:
No to both questions. An Invigorating Aura roll can either heal or return models, not both, and you can only use it to return slain models whose combined Wounds characteristic is equal to or less than the roll.
 Q: For the purposes of Deathless Minions, if a model is within 12" of my general or a friendly HERO, do I roll 1 dice to negate the wound or mortal wound, or 1 dice per friendly HERO within 12" of the model?
A:
Roll 1 dice to negate the wound or mortal wound.
 Q: In what order are the Deathless Minions, Morikhane, and Ceaseless Vigil (from the First Cohort) rules applied?
A:
The Ceaseless Vigil ability is used first. Then the Deathless Minions and Morikhane abilities can be used (if applicable), in the order of your choice.
 Q: How does Ceaseless Vigil interact with Skarbrand’s Total Carnage rule?
A:
Ceaseless Vigil cannot be used to reallocate wounds suffered from Total Carnage.
 Q: Can the warscroll battalions for specific Legions be taken outside of the Legion named on their warscrolls?
A:
The First Cohort can only be taken as part of the Grand Host of Nagash (because the other Legions cannot include Nagash). Any other battalions for specific Legions can be included as part of a different Legion as long as that Legion also includes the Mortarch that must lead it. For example, to include the Court of Nulahmia in a Legion of Sacrament army, the army would also have to include Arkhan the Black (because if the Legion of the Sacrament has any MORTARCHS, one must be Arkhan).
 Q: In a Deathmarch battalion, can I move friendly units that are within 9" of the WIGHT KING after he has made his 4" move?
A:
Yes.
 Q: Do you need to tell your opponent which edge is chosen for the Shifting Keep ability?
A:
Yes.
 Q: With Curse of Years, are rolls that may negate the mortal wounds inflicted by the spell taken immediately after the wounds are caused, but before you roll the dice again to see if any more mortal wounds are suffered by the target unit? If yes, do I get to roll for additional mortal wounds for wounds that were negated?
A:
Yes to the first question, and no to the second question.
 Q: Mannfred’s command ability has a range. Is the effect worked out when the ability is used, or when the attacks are made?
A:
When the attacks are made.
 Q: If Prince Vhordrai uses Fist of Nagash on a HERO, does that HERO have to be within 3" of an enemy to pile in and attack?
A:
Yes.
 Q: Can I use the Bat Swarms’ Blood Suckers ability to bring back models that have been slain?
A:
No, it can only be used to heal the wounds on models in the unit that have not been slain.
 Q: Can a Vampire Lord both be given a NIGHTMARE and be a FLYING HORROR?
A:
No.
 Q: Do you receive the Attacks characteristic bonus for each enemy HERO that dies within 9" of a Bloodseeker Palanquin?
A:
Yes.
 Q: Is the Coven Throne treated as a mount?
A:
Yes. In addition, the Handmaidens and Spectral Host are treated as mounts for rules purposes.
 Q: The Legion Black Coach has the HERO keyword, but is not a Leader according to the Pitched Battle profiles in the back of the book. Is this correct?
A:
Yes.
 Q: Can I use the new model for the Nighthaunt Black Coach to represent a Legion Black Coach?
A:
Only if your opponent agrees to let you use it as a proxy model.
 Q: Can the Sepulchral Guard be taken in a Legion of Nagash army?
A:
No, but you should feel free to add the models to units of Skeleton Warriors.
 Q: Can a Mourngul be taken in a Legions of Nagash army?
A:
No. It can be taken in Death and Nighthaunt armies, and as an ally by a Soulblight army.
 Q: With the Curse of Years spell, if I manage to keep on inflicting wounds until the roll to inflict further wounds becomes a 1 or more, does this mean that the target unit will be destroyed?
A:
Yes.
 Q: Can I use the Deathless Minions, Endless Legions and Invigorating Aura battle traits for allies in a Legions of Nagash army?
A:
No. However, note that several Nighthaunt units can now be taken as part of a Legions of Nagash army, and you can use those battle traits for those units (see Forces of Death).
 Q: If I include a Chainguard, Execution Horde, or Death Stalkers warscroll battalion in a Legions of Nagash army, is the battalion (and the units in it) an ally?
A:
Yes.
 Q: If I include a Guardian of Souls in a Legions of Nagash army, can it receive a spell from any of the Lores of the Dead?
A:
No.
 Q: Nagash and Arkhan know the spells that other WIZARDS know. Can Hexgorger Skulls make them forget the spells?
A:
Only if there are no other WIZARDS in range for them to ‘relearn’ the spell from.

Allies

DEATHALLIES
Legions of NagashFlesh-eater Courts, Nighthaunt, Ossiarch Bonereapers

Forces of Death

On the following pages you will find rules and abilities for your Legions of Nagash army. These include powerful allegiance abilities and items, exciting battleplans, and warscrolls and battalions that describe the relentless cohorts of Nagash’s undead legions in games of Warhammer Age of Sigmar.
ALLEGIANCE
When you choose your army, you can also choose an allegiance for it. If you do so, you can use the allegiance abilities that correspond to the allegiance you have chosen.

If an army could have more than one allegiance, you must pick one to apply to it during the game. The allegiance you choose will apply for the duration of the battle, even if you add new units to the army during the battle that have a different allegiance.

GRAND ALLIANCES
An army can have allegiance to a Grand Alliance if all the units in the army are part of that Grand Alliance (including any units that you assign a keyword to during set-up). On pages 74-75 you will find a set of allegiance abilities you may use if all units in your army have the DEATH allegiance.

FACTIONS
An army can have allegiance to a faction instead of a Grand Alliance if all the units in the army have the keyword for that faction, including any units that you assign a keyword to during set-up. For example, if all of the units in an army have the SOULBLIGHT keyword, then the army can have allegiance to the SOULBLIGHT faction instead of the Death Grand Alliance. Similarly, if all the units in an army have the LEGION OF NIGHT keyword, then the army can have allegiance to the LEGION OF NIGHT faction instead.

LEGIONS OF NAGASH
When you are choosing your army, you may decide it is taken from one of the Legions of Nagash. If you do, choose one of the following faction keywords. All units and warscroll battalions in your army selected from this battletome gain that keyword.

GRAND HOST OF NAGASH
LEGION OF SACRAMENT
LEGION OF BLOOD
LEGION OF NIGHT

The following units may be selected as part of a Grand Host of Nagash, Legion of Sacrament, Legion of Blood or Legion of Night army and gain the appropriate faction keyword:
Chainrasp Horde
Glaivewraith Stalkers
Grimghast Reapers
Guardian of Souls with Mortality Glass
Guardian of Souls with Nightmare Lantern
Knight of Shrouds
Knight of Shrouds on Ethereal Steed
Lord Executioner
Spirit Torment

Grand Host of Nagash

This section describes the allegiance abilities available to an army taken from the Grand Host of Nagash, including battle traits, command traits and artefacts of power.
UNITS
A GRAND HOST OF NAGASH army may include any of the units in this battletome. If Nagash is included, he must be the army’s general.

ARTEFACTS OF POWER
If a GRAND HOST OF NAGASH army includes any HEROES, then one may bear an Artefact of Nagash. Declare which hero has the artefact after picking your general, and then pick which artefact the hero has. Alternatively, roll a dice on the table below to randomly generate one. You may choose one additional HERO to have an Artefact of Nagash for each warscroll battalion in your army. The same model cannot have more than one Artefact of Nagash.

COMMAND TRAITS
If the general of a GRAND HOST OF NAGASH army is a HERO, they can have one of the command traits from the table below. You can either pick the trait or roll a dice to randomly determine it. If, for any reason, you must select a new general during a battle, immediately generate a trait for them.

MAGIC
All WIZARDS in a GRAND HOST OF NAGASH army know an additional spell from one of the Lores of the Dead. If Nagash is included in the army, he instead knows an additional 3 spells from the Lores of the Dead.

Grand Host of Nagash Battle Traits

The Unquiet Dead

After territories have been determined, but before any units have been set up, you may pick up to 2 points in your territory and up to 2 points anywhere on the battlefield to be gravesites. You may wish to place suitable markers on these points. Instead of setting up a SUMMONABLE unit on the battlefield, you can place it to one side and say that it is set up in the grave. You can do this with as many units as you wish.

At the end of your movement phase, for each friendly DEATH HERO within 9" of a gravesite, you may pick a single friendly unit in the grave and set it up wholly within 9" of the gravesite and more than 9" from any enemy models. Any model that is unable to be set up in this way is slain. If a unit is still in the grave at the end of the battle, it is considered to be slain.

Gravesites have the following ability:

Invigorating Aura: At the start of your hero phase, pick a friendly SUMMONABLE unit within 9" of this gravesite. You can either heal D3 wounds that have been allocated to it or, if no wounds are currently allocated to the unit, you may return a number of slain models to it that have a combined Wounds characteristic equal to or less than the roll of a D3.

Deathless Minions

Roll a dice each time you allocate a wound or mortal wound to a friendly DEATH unit within 6" of your general or another friendly DEATH HERO. On a 6+ the wound is negated.

Chosen Guardians

Add 1 to the Attacks characteristic of all melee weapons used by GRAND HOST OF NAGASH MORGHAST units.

Legions Innumerable

In your hero phase, you may roll a dice for each friendly GRAND HOST OF NAGASH SUMMONABLE unit on the battlefield. On a 5+ you can heal up to D3 wounds that have been allocated to it. For units with a Wounds characteristic of 1, return 1 slain model to the unit for each wound that would have been healed.

COMMAND ABILITY
The general of a GRAND HOST OF NAGASH army has the following additional command ability:

Endless Legions

You can use this command ability at the end of your movement phase. If you do so, pick a gravesite that is within 9" of your general, and then pick a friendly SUMMONABLE unit that has been destroyed. Set up that unit wholly within 9" of that gravesite and more than 9" from any enemy units.

Grand Host of Nagash Command Traits

GRAND HOST OF NAGASH HERO only.

D6COMMAND TRAIT
1

Master of Death

Re-roll results of 1 (i.e. rolls of 1-2 on a D3) for friendly units affected by a Deathly Invocation ability that are within 12" of this general.

2

Chosen Champion

Add 1 to the Damage characteristic of melee weapons used by this general for attacks made against enemy HEROES.

3

Bane of the Living

Re-roll wound rolls of 1 for this general for attacks made against enemy units that do not have the DEATH keyword.

4

Aura of Ages

At the start of the combat phase, roll a dice for each enemy unit within 3" of this general. On a 4+ subtract 1 from hit rolls made for that unit until the end of the combat phase.

5

Ancient Strategist

Re-roll failed charge rolls for friendly DEATHRATTLE and MORGHAST units that are within 9" of this general.

6

Lord of Nagashizzar

Add 1 to the Attacks characteristic of melee weapons used by friendly DEATHRATTLE units that are within 6" of this general.


Artefacts of Nagash

GRAND HOST OF NAGASH HERO only.

D6ARTEFACT OF POWER
1

Deathforged Chain

This spectral chain winds and twists through torn flesh and shattered bone, knitting the bearer’s ruined form back together and allowing them to fight through catastrophic wounds.

At the start of your hero phase, the bearer heals 1 wound that has been allocated to it.

2

Balefire Lantern

This lantern burns with a sickly purple light, and discharges a noxious smoke which sears the minds of those who stray too close.

Subtract 1 from wound rolls for enemy units within 6" of the bearer. In addition, re-roll successful casting rolls for enemy WIZARDS within 6" of the bearer.

3

Grave-sand Timeglass

This unassuming memento mori contains the very sands of time, the captured span of a mortal life. With but a motion the bearer can cause their victim to age centuries in mere moments, eventually turning them to dust and ashes.

Whilst the bearer is on the battlefield, once per battle, in your hero phase, you can pick an enemy HERO on the battlefield. The enemy hero suffers D3 mortal wounds. At the start of each of your subsequent hero phases, roll a dice. On a 4+ the enemy hero suffers 1 mortal wound.

4

Ossific Diadem

This crown of blackened bone was crafted from the remains of an ancient Necromancer, and carries a fraction of that being’s unholy power.

Roll a dice each time you allocate a wound or mortal wound to a friendly DEATHRATTLE model within 12" of the bearer. On a 6+ the wound is negated.

5

Amethyst Shard

This sliver of crystallised death magic radiates an aura of such horrific potency that it turns living flesh to dust.

Once per battle, in your hero phase, you can declare that the bearer will merge the shard with one of their melee weapons. Pick one of the bearer’s melee weapons. Until your next hero phase, add 1 to hit and wound rolls made for that weapon.

6

Terrorgheist Mantle

This ragged cloak is crafted from the hide of an undead chiropteran and imbued with death magic, allowing the wearer to call upon the creature’s lethal sonic screech.

In your shooting phase, you can declare that the bearer will unleash a death shriek. Pick an enemy unit within 10" of the bearer and roll 2 dice. If the total is higher than the enemy unit’s Bravery characteristic, it suffers a number of mortal wounds equal to the difference.


Legion of Sacrament

This section describes the allegiance abilities available to an army taken from Arkhan the Black’s Legion of Sacrament, including battle traits, command traits and artefacts of power.
UNITS
A LEGION OF SACRAMENT army may include any of the units in this battletome, apart from Nagash. If it includes any MORTARCHS, then it must include Arkhan the Black, and he must be the army’s general.

ARTEFACTS OF POWER
If a LEGION OF SACRAMENT army includes any HEROES, then one may bear an Artefact of Sacrament. Declare which hero has the artefact after picking your general, and then pick which artefact the hero has. Alternatively, roll a dice on the table below to randomly generate one.

You may choose one additional HERO to have an Artefact of Sacrament for each warscroll battalion in your army. The same model cannot have more than one Artefact of Sacrament.

COMMAND TRAITS
If the general of a LEGION OF SACRAMENT army is a HERO, they can have one of the command traits from the table below. You can either pick the trait or roll a dice to randomly determine it. If, for any reason, you must select a new general during a battle, immediately generate a trait for them.

MAGIC
All WIZARDS in a LEGION OF SACRAMENT army know an additional spell from one of the Lores of the Dead.

Legion of Sacrament Battle Traits

The Unquiet Dead

After territories have been determined, but before any units have been set up, you may pick up to 2 points in your territory and up to 2 points anywhere on the battlefield to be gravesites. You may wish to place suitable markers on these points. Instead of setting up a SUMMONABLE unit on the battlefield, you can place it to one side and say that it is set up in the grave. You can do this with as many units as you wish.

At the end of your movement phase, for each friendly DEATH HERO within 9" of a gravesite, you may pick a single friendly unit in the grave and set it up wholly within 9" of the gravesite and more than 9" from any enemy models. Any model that is unable to be set up in this way is slain. If a unit is still in the grave at the end of the battle, it is considered to be slain.

Gravesites have the following ability:

Invigorating Aura: At the start of your hero phase, pick a friendly SUMMONABLE unit within 9" of this gravesite. You can either heal D3 wounds that have been allocated to it or, if no wounds are currently allocated to the unit, you may return a number of slain models to it that have a combined Wounds characteristic equal to or less than the roll of a D3.

Deathless Minions

Roll a dice each time you allocate a wound or mortal wound to a friendly DEATH unit within 6" of your general or another friendly DEATH HERO. On a 6+ the wound is negated.

The Master’s Teachings

Whenever an enemy unit is destroyed, before removing the last model, you may pick one of your gravesites within 6" of that model. Roll a dice, then remove the model. On a 4+, you may pick a friendly SUMMONABLE unit that has been destroyed and set it up again wholly within 9" of that gravesite and more than 9" from any enemy models.

The Black Disciples

Friendly LEGION OF SACRAMENT WIZARDS may add 1 to casting rolls.

COMMAND ABILITY
The general of a LEGION OF SACRAMENT army has the following additional command ability:

Endless Legions

You can use this command ability at the end of your movement phase. If you do so, pick a gravesite that is within 9" of your general, and then pick a friendly SUMMONABLE unit that has been destroyed. Set up that unit wholly within 9" of that gravesite and more than 9" from any enemy units.

Legion of Sacrament Command Traits

LEGION OF SACRAMENT HERO only.

D6COMMAND TRAIT
1

Emissary of the Master

You can re-roll failed charge rolls for friendly DEATH units that are within 6" of this general at the start of the charge phase.

2

Mark of the Favoured

Each time this general is selected as the target of an attack in the combat phase, roll a dice. On a 6+ the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

3

Dark Acolyte

This general is a WIZARD that knows the Arcane Bolt and Mystic Shield spells, as well as a single spell from one of the Lores of the Dead. If this general is already a WIZARD, they may generate an additional spell from one of the Lores of the Dead.

4

Mastery of Death

At the start of your hero phase, all friendly DEATH units within 6" of this general may immediately make a move of up to 3" as if it were your movement phase. They may not run as part of this move.

5

Peerless Commander

This general may summon a unit from a gravesite whilst they are within 12" rather than 9".

6

Bound to the Master

This general may use Arkhan the Black’s First of the Mortarchs command ability.


Artefacts of Sacrament

LEGION OF SACRAMENT HERO only.

D6ARTEFACT OF POWER
1

Spiritcage

This lantern burns with sickly green balefire. It captures the spirit energy of the slain, and channels it to empower nearby undead.

Whenever an enemy HERO is slain within 6" of the bearer, add 1 to wound rolls for friendly DEATH units within 12" of the bearer until the end of the turn.

2

Shroud of Darkness

Woven from strands of pure night, this shadowy mantle renders its bearer all but invisible.

Subtract 1 from the hit rolls of attacks that target the bearer in the shooting phase if the attacking unit is within 8" of the bearer. Subtract 2 from the hit rolls of attacks that target the bearer in the shooting phase if the attacking unit is more than 8" away from the bearer.

3

Asylumaticae

This casket contains the tortured spirits of insane murderers. Once opened, their directionless fury is unleashed upon the living.

Once per battle, in your hero phase, you can declare that the bearer will open the Asylumaticae. If you do so, roll a dice. On a 1 the bearer suffers a mortal wound. On a 2+ each enemy unit within 12" of the bearer suffers 1 mortal wound.

4

Wristbands of Black Gold

These ornately crafted wristguards act as negative lodestones, deflecting incoming arrows, bullets and even cannonballs.

Roll a dice each time you allocate a wound or mortal wound to the bearer in the shooting phase. On a 4+ the wound is negated.

5

Azyrbane Standard

This banner is woven from the skin of a Sigmarite battle wizard, and deconsecrated with the blood of the God-King’s faithful.

Subtract 1 from wound rolls for enemy units within 6" of the bearer. In addition, re-roll successful casting rolls for ORDER WIZARDS within 6" of the bearer.

6

Black Gem

When this obsidian crystal is shattered, it unleashes a raging spectral cyclone that snuffs out the life force of those who feel its chill bite.

Once per battle, in your hero phase, you can declare that the bearer will shatter the Black Gem. Pick a point on the battlefield within 8" of the bearer. Roll a dice for each unit within 3" of this point. On a 6+, one model from that unit is slain. If the unit has any models with wounds allocated to it, then that model must be the model that is slain.


Legion of Blood

This section describes the allegiance abilities available to an army taken from the Neferata’s Legion of Blood, including battle traits, command traits and artefacts of power.
UNITS
A LEGION OF BLOOD army may include any of the units in this battletome, apart from Nagash. If it includes any MORTARCHS, then it must include Neferata, and she must be the army’s general.

ARTEFACTS OF POWER
If a LEGION OF BLOOD army includes any HEROES, then one may bear an Artefact of Blood. Declare which hero has the artefact after picking your general, and then pick which artefact the hero has. Alternatively, roll a dice on the table below to randomly generate one.

You may choose one additional HERO to have an Artefact of Blood for each warscroll battalion in your army. The same model cannot have more than one Artefact of Blood.

COMMAND TRAITS
If the general of a LEGION OF BLOOD army is a HERO, they can have one of the command traits from the table below. You can either pick the trait or roll a dice to randomly determine it. If, for any reason, you must select a new general during a battle, immediately generate a trait for them.

MAGIC
All WIZARDS in a LEGION OF BLOOD army know an additional spell from one of the Lores of the Dead.

Legion of Blood Battle Traits

The Unquiet Dead

After territories have been determined, but before any units have been set up, you may pick up to 2 points in your territory and up to 2 points anywhere on the battlefield to be gravesites. You may wish to place suitable markers on these points. Instead of setting up a SUMMONABLE unit on the battlefield, you can place it to one side and say that it is set up in the grave. You can do this with as many units as you wish.

At the end of your movement phase, for each friendly DEATH HERO within 9" of a gravesite, you may pick a single friendly unit in the grave and set it up wholly within 9" of the gravesite and more than 9" from any enemy models. Any model that is unable to be set up in this way is slain. If a unit is still in the grave at the end of the battle, it is considered to be slain.

Gravesites have the following ability:

Invigorating Aura: At the start of your hero phase, pick a friendly SUMMONABLE unit within 9" of this gravesite. You can either heal D3 wounds that have been allocated to it or, if no wounds are currently allocated to the unit, you may return a number of slain models to it that have a combined Wounds characteristic equal to or less than the roll of a D3.

Deathless Minions

Roll a dice each time you allocate a wound or mortal wound to a friendly DEATH unit within 6" of your general or another friendly DEATH HERO. On a 6+ the wound is negated.

Immortal Majesty

Subtract 1 from the Bravery characteristic of enemy units within 6" of any friendly LEGION OF BLOOD units.

Favoured Retainers

Add 1 to the Attacks characteristic of all melee weapons used by friendly LEGION OF BLOOD VAMPIRE LORDS and LEGION OF BLOOD Blood Knights.

COMMAND ABILITY
The general of a LEGION OF BLOOD army has the following additional command ability:

Endless Legions

You can use this command ability at the end of your movement phase. If you do so, pick a gravesite that is within 9" of your general, and then pick a friendly SUMMONABLE unit that has been destroyed. Set up that unit wholly within 9" of that gravesite and more than 9" from any enemy units.

Legion of Blood Command Traits

LEGION OF BLOOD HERO only.

D6COMMAND TRAIT
1

Swift Strikes

Each time you make a hit roll of 6+ in the combat phase for this general, you can make one additional hit roll for the same weapon against the same target.

2

Soul-crushing Contempt

If this general slays any models in the combat phase, subtract 1 from the Bravery characteristic of the slain model’s unit until the end of the turn.

3

Aristocracy of Blood

You can re-roll failed charge rolls for friendly SOULBLIGHT units that are within 9" of this general at the start of the charge phase.

4

Aura of Dark Majesty

Subtract 1 from the hit rolls of attacks that target this general in the combat phase.

5

Walking Death

If the hit roll for an attack made with one of this general’s melee weapons is 6+, do not roll to wound. Instead, the target suffers a number of mortal wounds equal to the Damage characteristic of that weapon.

6

Sanguine Blur

Add 2" to this general’s Move characteristic. In addition, you can re-roll failed charge rolls for this general.


Artefacts of Blood

LEGION OF BLOOD HERO only.

D6ARTEFACT OF POWER
1

Ring of Dominion

The faceted crimson gem upon this ring contains the blood of an ancient vampire. Its magic can dominate the minds of lesser beings.

When the bearer is selected to fight in the combat phase, you can pick an enemy model within 3" of them and roll a dice. On a 5+ you can pick a melee weapon that the enemy model is armed with (though not one that has a value for one or more characteristics that is given as ‘’ or ‘See below’). For this combat phase, the bearer of this ring may attack with that weapon in addition to their own. Abilities, modifiers or re-rolls that apply to attacks made with that weapon when it is used by the enemy model do not apply to the attacks made with it by the bearer.

2

Shadeglass Decanter

This cursed vessel siphons away the souls of the living, capturing them forever.

After armies have been set up but before the first battle round, select an enemy HERO. In your hero phase, as long as that hero is on the battlefield, you can roll a dice. If the result is higher than the number of the current battle round, that hero suffers 1 mortal wound.

3

Orb of Enchantment

To glance into the swirling depths of this crystal orb is to become hypnotised by alluring visions and half-glimpsed futures.

Once per battle, at the start of the combat phase, you can pick an enemy HERO within 3" of the bearer. In that combat phase, that enemy hero may not pile in, attack or use abilities.

4

Soulbound Garments

Woven with dark magic, these richly embroidered clothes are as tough as steel plate.

Re-roll save rolls of 1 for the bearer.

5

Oubliette Arcana

This casket resembles a miniature coffin carved from ivory and black wood. It captures arcane energy, allowing the bearer to redirect an enemy wizard’s magic.

When an enemy WIZARD successfully casts a spell within 30" of the bearer, instead of attempting to unbind it you can declare that the Oubliette Arcana will attempt to capture the magical energies. Roll a dice. On a 6+ the spell is negated and has no effect. In addition, that spell may not be cast again by that WIZARD for the rest of the battle.

6

Amulet of Screams

The bearer of this amulet can flood their foe’s mind with the tormented howling of damned souls, leaving them terrified and reeling.

Once per battle, when an enemy WIZARD successfully casts a spell, you can declare that the bearer will use the Amulet of Screams. If you do so, you cannot attempt to unbind the spell. Instead, roll a dice. On a 2+, the spell is not successfully cast.


Legion of Night

This section describes the allegiance abilities available to an army taken from the Mannfred von Carstein’s Legion of Night, including battle traits, command traits and artefacts of power.
UNITS
A LEGION OF NIGHT army may include any of the units in this battletome, apart from Nagash. If it includes any MORTARCHS, then it must include Mannfred von Carstein, and he must be the army’s general.

ARTEFACTS OF POWER
If a LEGION OF NIGHT army includes any HEROES, then one may bear an Artefact of Night. Declare which hero has the artefact after picking your general, and then pick which artefact the hero has. Alternatively, roll a dice on the table below to randomly generate one.

You may choose one additional HERO to have an Artefact of Night for each warscroll battalion in your army. The same model cannot have more than one Artefact of Night.

COMMAND TRAITS
If the general of a LEGION OF NIGHT army is a HERO, they can have one of the command traits from the table below. You can either pick the trait or roll a dice to randomly determine it. If, for any reason, you must select a new general during a battle, immediately generate a trait for them.

MAGIC
All WIZARDS in a LEGION OF NIGHT army know an additional spell from one of the Lores of the Dead.

Legion of Night Battle Traits

The Unquiet Dead

After territories have been determined, but before any units have been set up, you may pick up to 2 points in your territory and up to 2 points anywhere on the battlefield to be gravesites. You may wish to place suitable markers on these points. Instead of setting up a SUMMONABLE unit on the battlefield, you can place it to one side and say that it is set up in the grave. You can do this with as many units as you wish.

At the end of your movement phase, for each friendly DEATH HERO within 9" of a gravesite, you may pick a single friendly unit in the grave and set it up wholly within 9" of the gravesite and more than 9" from any enemy models. Any model that is unable to be set up in this way is slain. If a unit is still in the grave at the end of the battle, it is considered to be slain.

Gravesites have the following ability:

Invigorating Aura: At the start of your hero phase, pick a friendly SUMMONABLE unit within 9" of this gravesite. You can either heal D3 wounds that have been allocated to it or, if no wounds are currently allocated to the unit, you may return a number of slain models to it that have a combined Wounds characteristic equal to or less than the roll of a D3.

Deathless Minions

Roll a dice each time you allocate a wound or mortal wound to a friendly DEATH unit within 6" of your general or another friendly DEATH HERO. On a 6+ the wound is negated.

The Bait

Add 1 to save rolls for friendly LEGION OF NIGHT DEATHRATTLE units that are wholly within your territory.

Ageless Cunning

Instead of setting up a LEGION OF NIGHT unit on the battlefield, you can place it to one side and say that it is set up in ambush. You can do this with up to 3 units. At the end of any of your movement phases, you can set up any of the units in ambush wholly within 6" of any battlefield edge and more than 9" away from any enemy models.

COMMAND ABILITY
The general of a LEGION OF NIGHT army has the following additional command ability:

Endless Legions

You can use this command ability at the end of your movement phase. If you do so, pick a gravesite that is within 9" of your general, and then pick a friendly SUMMONABLE unit that has been destroyed. Set up that unit wholly within 9" of that gravesite and more than 9" from any enemy units.

Legion of Night Command Traits

LEGION OF NIGHT HERO only.

D6COMMAND TRAIT
1

Above Suspicion

This general may be set up in ambush in addition to the 3 units normally allowed by the Ageless Cunning battle trait.

2

Swift Form

Add 2" to this general’s Move characteristic. In addition, add 2" to the distance they can move when they run.

3

Unbending Will

Friendly LEGION OF NIGHT units within 12" of this general may re-roll failed battleshock tests.

4

Merciless Hunter

Re-roll wound rolls of 1 for this general.

5

Unholy Impetus

If this general slays any models in the combat phase, pick a friendly LEGION OF NIGHT unit within 3" of the general. Add 1 to the Attacks characteristic of that unit’s melee weapons until the end of the phase.

6

Terrifying Visage

Subtract 1 from the Bravery characteristic of enemy units within 6" of this general.


Artefacts of Night

LEGION OF NIGHT HERO only.

D6ARTEFACT OF POWER
1

Vial of the Pure Blood

A vial of blood drained from the most pious or righteous mortals can greatly invigorate a creature of the night.

Once per battle, in your hero phase, you can declare that the bearer will drink from the Vial of Pure Blood. If you do so, you can add 1 to hit and wound rolls for the bearer until your next hero phase.

2

Shard of Night

This black leather brigandine was crafted from the hide of an Abyssal Stalker, and grants the wearer that creature’s shadowy aura.

Subtract 1 from the hit rolls of attacks that target the bearer in the shooting phase.

3

Gem of Exsanguination

This crimson stone pulses hungrily. It craves fresh blood, and its magic is strong enough to burst the arteries of its victims, greedily siphoning their vitae in a tempest of gore.

Once per battle, at the start of the combat phase, you can pick an enemy unit within 6" of the bearer and roll a dice. On a 1 nothing happens. On a 2-5 the unit suffers D3 mortal wounds. On a 6+ the unit suffers D6 mortal wounds.

4

Chiropteric Cloak

This bat-winged cloak is covered with razor-sharp claws. Feasting upon blood drives it into a frenzy, causing it to lash and tear at nearby foes.

At the start of the combat phase, you can declare that the bearer will feed the Chiropteric Cloak. If you do so, the bearer suffers 1 mortal wound. During that combat phase, each time the hit roll of an attack that targets the bearer is 1 or less, the attacking unit suffers 1 mortal wound after all its attacks have been resolved.

5

Morbheg’s Claw

This blackened talon is said to belong to Morbheg, father of Terrorgheists.

In your hero phase, you can declare that the bearer will carve sigils in the ground with this claw. If you do so, they may not move, charge or attack this turn, but you can add 2 to casting rolls made for friendly LEGION OF NIGHT WIZARDS within 12" of the bearer.

6

Curseblade

This cursed blade is destined to feast upon the soul of a particular foe.

After armies have been set up but before the first battle round begins, you can pick an enemy HERO. In your hero phase, as long as the enemy hero is on the battlefield, you can roll a dice. On a 4+ that enemy hero suffers 1 mortal wound and you may heal a wound that has been allocated to the bearer.


Soulblight

This section describes the allegiance abilities available to a Soulblight army, including battle traits, command traits and artefacts of power.
ARTEFACTS OF POWER
If a SOULBLIGHT army includes any HEROES, then one may bear a Soulblight Artefact. Declare which hero has the artefact after picking your general, and then pick which artefact the hero has. Alternatively, roll a dice on the table below to randomly generate one.

You may choose one additional HERO to have a Soulblight Artefact for each warscroll battalion in your army. The same model cannot have more than one Soulblight Artefact.

COMMAND TRAITS
If the general of a SOULBLIGHT army is a HERO, they can have one of the command traits from the table below. You can either pick the trait or roll a dice to randomly determine it. If, for any reason, you must select a new general during a battle, immediately generate a trait for them.

MAGIC
All WIZARDS in a SOULBLIGHT army know an additional spell from the Lore of the Vampires.

Soulblight Battle Traits

Deathless Thralls

Roll a dice each time you allocate a wound or mortal wound to a friendly SOULBLIGHT unit within 6" of your general or another SOULBLIGHT HERO from your army. On a 6+ the wound is negated.

The Bloodlines

Before you select your general’s command trait, pick one of the following bloodlines for the army to have. The associated traits apply to all SOULBLIGHT units from your army for the duration of the battle, even if the general is slain (if you must select a new general during the battle, do not generate a new bloodline for the army).

Dragon Warriors: You can re-roll hit rolls of 1 for models that have the Dragon Warriors bloodline if they charged in the same turn.

Lords of Night: Models with the Lords of Night bloodline receive the benefits of the Deathless Thralls battle trait even if they are not within 6" of the general or another friendly SOULBLIGHT HERO.

Necromantic: Add 1 to casting and unbinding rolls for WIZARDS with the Necromantic bloodline. In addition, subtract 1 from the Bravery characteristic of enemy units that are within 6" of one or more models with the Necromantic bloodline.

Swift Death: Add 2" to the Move characteristic of all models that have the Swift Death bloodline. In addition, Swift Death models can always move as if they can fly.

Soulblight Command Traits

SOULBLIGHT HERO only.

D6COMMAND TRAIT
1

Curse of the Revenant

Add 1 to this general’s Wounds characteristic.

2

Deathless Duellist

Re-roll hits rolls of 1 for this general when they attack an enemy HERO in the combat phase.

3

Transfix

At the start of the combat phase, pick one enemy HERO within 3" of this general. Until the end of the phase, subtract 1 from hit rolls for the model you picked when it targets the general.

4

Mist Form

If this general retreats, they can move as if they can fly and they can still charge in the same turn.

5

Killing Blow

Wound rolls of 6+ for attacks made by this general in the combat phase inflict a mortal wound in addition to any other damage they inflict.

6

Blood Fury

Add 1 to the Attacks characteristic of melee weapons used by this general.


Soulblight Artefacts

SOULBLIGHT HERO only.

D6ARTEFACT OF POWER
1

The Slaking Blade

The corrupted sentience within this living weapon thirsts always for blood, and only after it has shed enough does it bestow rewards upon its wielder.

Pick one of the bearer’s melee weapons. Keep a tally of the number of wounds allocated as a result of attacks made with that weapon. As soon as the total reaches 6 or more, the bearer heals D3 wounds that have been allocated to them, and you can add 1 to the Damage characteristic of that weapon for the rest of the battle.

2

The Scabbing Plate

This armour feeds on the blood spilled across its facets, using the still-warm essence to instantly seal any rents.

At the end of any combat phase in which the bearer caused any wounds to be allocated to any enemy models, you can heal 1 wound that has been allocated to the bearer.

3

Crimson Wing

Swooping silently through the sky, this bat-like familiar follows the pulse of its terrified prey for leagues before diving in for the kill.

In your shooting phase, you can pick an enemy unit within 30" of the bearer and roll a dice. On a roll of 3+ that unit suffers 1 mortal wound.

4

Sigil of the Sanguine Throne

The symbol on this ring marks the wearer as being of the von Carstein bloodline, and it demands deference from even the loftiest of Vampire Lords.

Once per charge phase, you can re-roll a failed charge roll made for a friendly VAMPIRE unit within 12" of the bearer.

5

The Saccharine Goblet

Blood sipped from this chalice is sweeter and more invigorating than any other, but unless quickly refilled the Saccharine Goblet will drain the drinker’s own essence.

At start of the combat phase, you can declare that the bearer will drink from the Saccharine Goblet. If you do so, you can add 1 to hit and wound rolls for the bearer until the end of the phase. However, if no wounds are allocated as a result of these attacks, then the bearer suffers D3 mortal wounds.

6

Ruby Vial

With but a single drop poured onto the ground from this delicate receptacle, a wound opens in the sky and a deluge of blood begins to fall.

Once per battle, in your hero phase, you can declare that the bearer will open the Ruby Vial. If you do so, then until your next hero phase, subtract 1 from the Bravery characteristic of enemy units and subtract 1 from the result of any charge rolls made for them.


Lores of the Dead

Deathmages and other casters of necromantic magic draw their powers directly from the realm of Shyish, channelling its morbid energies to wither and ruin their foes.

WIZARDS that know an additional spell (or spells) from one of the Lores of the Dead, as described in their army’s allegiance abilities, generate their spells from the following tables.

You must generate any additional spells for DEATHMAGES WIZARDS from the Lore of the Deathmages, whilst those for VAMPIRE WIZARDS must be generated from the Lore of the Vampires.

For DEATHLORDS WIZARDS, you may generate each of their additional spells from either lore. To generate a spell, either pick the spell or roll a D6 to randomly determine it.

Locus of Shyish

If you make an unmodified casting roll of 9+ for a DEATH WIZARD that is attempting to cast a spell from the Lore of the Deathmages or the Lore of the Vampires, and it is not unbound, then after resolving the effects of that spell you may immediately resolve them for a second time.

For example, Overwhelming Dread is successfully cast on a casting roll of 9 and is not unbound. After resolving the effects against the target unit, you may choose a second target unit, or the same target unit again, and resolve the effects a second time. If the same unit is picked twice, your opponent will therefore subtract 2 from hit rolls for that unit, and subtract 2 from its Bravery characteristic.

Lore of the Deathmages

DEATHMAGES WIZARDS only.

D6SPELL
1

Overwhelming Dread

The target of this curse is overcome with a sensation of creeping doom, causing them to cower in fear.

Overwhelming Dread has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. Until your next hero phase, subtract 1 from hit rolls for that unit and subtract 1 from that unit’s Bravery characteristic.

2

Fading Vigour

The wizard saps the vitality from his enemies until they can barely raise their weapons.

Fading Vigour has a casting value of 6. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. Until the start of your next hero phase, subtract 1 from the Attacks characteristic of that unit’s melee weapons (to a minimum of 1), and roll only a single dice when making charge rolls for it.

3

Spectral Grasp

With a gesture the caster summons dozens of spectral hands into existence, which grasp hold of nearby enemies.

Spectral Grasp has a casting value of 6. If successfully cast, pick a terrain feature within 18" of the caster that is visible to them. Until your next hero phase, halve the Move characteristic (rounding down) of enemy units within 3" of any terrain features affected by any Spectral Grasp spells at the start of their movement phase.

4

Prison of Grief

The caster curses his victims to live out the greatest tragedy in their lives over and over again, drowning their will to fight in waves of sorrow and self-pity.

Prison of Grief has a casting value of 7. If successfully cast, pick an enemy unit within 12" of the caster that is visible to them. Until your next hero phase, before a unit affected by any Prison of Grief spells moves, roll a dice. On a 5+ the unit may not move in that phase.

5

Decrepify

The wizard causes the muscles of an enemy champion to atrophy, robbing them of their strength.

Decrepify has a casting value of 6. If successfully cast, pick an enemy HERO within 18" of the caster that is visible to them. Until your next hero phase, subtract 1 from wound rolls made for that model and subtract 1 from the Damage characteristics of that model’s melee weapons (to a minimum of 1).

6

Soul Harvest

The caster summons a ghostly scythe which slices through their enemies, cutting the cord tethering spirit to flesh.

Soul Harvest has a casting value of 7. If successfully cast, each enemy unit within 3" of the caster suffers D3 mortal wounds. Then, roll a dice for each mortal wound that was allocated to an enemy unit and not negated. For each 5+, heal 1 wound that has been allocated to the caster.


Lore of the Vampires

VAMPIRE WIZARDS only.

D6SPELL
1

Blades of Shyish

The wizard summons a whirlwind of lambent spirit blades to slice through his enemies.

Blades of Shyish has a casting value of 5. If successfully cast, roll a dice for each enemy unit within 12" of the caster. On a 5+ that unit suffers 1 mortal wound.

2

Spirit Gale

The wizard calls forth spectral winds that howl through the ranks of the foe, tearing the souls from their bodies.

Spirit Gale has a casting value of 6. If successfully cast, pick an enemy unit within 12" of the caster that is visible to them and roll 3 dice. For each 5+, that unit suffers 1 mortal wound. In addition, if 2 of these dice show the same number, subtract 1 from hit rolls for that unit until your next hero phase. If all 3 dice show the same number, subtract 1 from hit and wound rolls for that unit until your next hero phase instead.

3

Vile Transference

The caster siphons the animus from nearby foes and uses it to restore the mangled forms of his undead servants.

Vile Transference has a casting value of 7. If successfully cast, pick an enemy unit within 12" of the caster that is visible to them, and a friendly DEATH unit within 6" of that enemy unit. The enemy unit suffers D3 mortal wounds. Then, for each of these wounds that was allocated and not negated, you can heal 1 wound allocated to the friendly unit.

4

Amethystine Pinions

Incorporeal amethyst wings grow from the caster’s back, allowing him to soar above the battlefield.

Amethystine Pinions has a casting value of 5. If successfully cast, until your next hero phase add 5" to the caster’s Move characteristic and the caster can fly.

5

Soulpike

The caster places a hex on his foes so that, should they move too hastily or aggressively, they risk impaling their own souls on a shimmering forest of purple-black spears.

Soulpike has a casting value of 6. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. Until your next hero phase, after a unit affected by any Soulpike spells makes a charge move, roll a number of dice equal to the result of their charge roll. For each 5+, that unit suffers 1 mortal wound.

6

Amaranthine Orb

The wizard hurls a pulsing globe of pure necrotic magic which turns flesh and bone to ash in an instant.

Amaranthine Orb has a casting value of 7. If successfully cast, pick a point on the battlefield within 12" of the caster and draw an imaginary straight line 1mm wide between that point and the closest part of the caster. Roll a dice for each unit (friend or foe, apart from the caster) that has any models beneath this line. On a 4+ that unit suffers D6 mortal wounds.


Battleplans

Battleplan

Turn the Tables

A band of undead champions find themselves encircled by a far larger force, their shambling minions struck down and torn apart. The arrogant mortals believe the day is won, but they face the all-conquering power of death itself. Every living warrior cut down is animated with necromantic magic, raised as an unliving weapon and set upon its former comrades…

HOW TO USE BATTLEPLANS
This book contains two battleplans, each of which enables you to fight a battle that epitomises the way the Legions of Nagash wage war. These battles should be fought using all of the rules on the Warhammer Age of Sigmar rules sheet unless the battleplan specifically indicates otherwise. Each of the battleplans includes a map reflecting the landscape on which the battle is fought; these maps usually show a battlefield that is 6 feet by 4 feet in size, but you can use a smaller or larger area if you wish.

THE ARMIES
One player commands a group of heroes from the Legions of Nagash and their opponent commands the army encircling their position. The Legions of Nagash player may only select units with the HERO keyword. The Encircling player’s army should be approximately 50% larger than the Legions of Nagash player’s army. Each army has a unique command ability, shown below.

LEGIONS OF NAGASH OBJECTIVES
The enemy have you surrounded! Your forces are smashed, but while you still stand, you can strike down the foe and turn their own dead against them!

ENCIRCLER’S OBJECTIVES
You have the enemy commanders cornered and at your mercy. You must destroy them swiftly before they can raise another army!

LEGIONS OF NAGASH COMMAND ABILITY
Desecration: If your general uses this ability, until your next hero phase, each enemy unit within 6" of any slain unit markers (see The Dead Rise, below) must re-roll successful battleshock tests.

ENCIRCLER’S COMMAND ABILITY
Flee!: If your general uses this ability, you may pick a friendly unit with less than 25% of its starting number of models remaining. Remove that unit from the battlefield. It does not count as slain for the purposes of The Dead Rise.

THE BATTLEFIELD
Set up terrain using the instructions on the Warhammer Age of Sigmar rules sheet. You may wish to have a hill or raised area at the centre of the battlefield upon which the Legions of Nagash force can conduct its last stand.

SET-UP
Do not use the set-up instructions on the Warhammer Age of Sigmar rules sheet. Instead, the Legions of Nagash player sets up their army in their territory first. After this, the Encircler must split their army into 2 groups, as evenly as possible. They then set up one group in each of their territories.

FIRST TURN
The Legions of Nagash player decides who takes the first turn in the first battle round.

THE DEAD RISE
Whenever a unit from the Encircling player’s army is destroyed, mark the position of the last model to be removed (a coin is ideal for this), along with a note of the combined Wounds characteristic total for that unit. At the end of each turn, the Legions of Nagash player may set up a SUMMONABLE unit with a combined Wounds characteristic equal to or less than the destroyed unit, wholly within 9" of the marker and more than 9" from any enemy models, and add it to their army. If they do so, remove the marker.

Designer’s Note: When setting up a SUMMONABLE unit using The Dead Rise, above, we find it makes the battle far more evocative if you set up a unit appropriate to the one that was destroyed. For example, units of Zombies and Skeleton Warriors would be suitable replacements for units of infantry, whereas Black Knights would be a good replacement for cavalry.

VICTORY
Do not use any of the victory conditions on the Warhammer Age of Sigmar rules sheet. If a player has no models left at the end of any battle round, the battle ends and their opponent wins a major victory. Otherwise, the game ends at the end of the fifth battle round. The Encircling player wins a major victory if they destroy more than 75% of their opponent’s HEROES. The Encircling player wins a minor victory if they destroy more than 50% of their opponent’s HEROES. If the Encircling player destroys fewer than 50% of their opponent’s HEROES, the Legions of Nagash player wins a major victory (only HEROES that were set up at the start of the game count towards these victory conditions).


Battleplan

Ancient Warriors

Graveyards, mausoleums and gorestrewn battlefields are fine recruiting grounds for the Legions of Nagash, for they are ripe with corpses that can be suffused with necromantic energy, dragged from their graves to join the endless armies of the Great Necromancer. Many battles are fought between the legions and those who seek to prevent the desecration of their ancient tombs. This battleplan lets you re-enact such a battle, pitting a host of the Legions of Nagash that seeks to defile a hallowed resting place against a force of outraged guardians. These defenders could be zealous Sigmar-worshippers, feral boneyard orruks or even skullhoarding Bloodreavers.

THE ARMIES
One player commands an army from the Legions of Nagash, and their opponent commands the region’s defenders, striking out to protect their honoured dead from being raised into eternal servitude.

LEGIONS OF NAGASH OBJECTIVES
These ancient gravesites will provide a bountiful supply of new fighters to swell your ranks. Free these valuable assets from their entombment and you will be unstoppable!

DEFENDER’S OBJECTIVES
The foul minions of Nagash seek to disturb the eternal rest of your honoured dead. Such sacrilege cannot be allowed to come to pass. March out and destroy their forces before they can turn your own ancestors against you!

LEGIONS OF NAGASH COMMAND ABILITY
Be Quick!: If your general uses this ability, add 3" to the Move characteristic of friendly DEATH HEROES within 9" of them until the end of the following movement phase.

DEFENDER’S COMMAND ABILITY
Barricade the Entrance: If your general uses this ability, pick a friendly unit within 3" of a cairn entrance. Until your next hero phase, whilst that unit remains within 3" of that entrance, the Legions of Nagash player may not summon any units from it.

THE BATTLEFIELD
The battlefield represents a series of tombs set into the sides of a valley. Generate the scenery for this battle as described on the Warhammer Age of Sigmar rules sheet. You may wish to mark the six cairn entrances, as shown on the map, with suitable markers.

SET-UP
Do not use the set-up instructions on the Warhammer Age of Sigmar rules sheet. Instead, the Defender sets up their army in their territory first. Then, the Legions of Nagash player sets up their army in their territory.

FIRST TURN
The Legions of Nagash player decides who takes the first turn in the first battle round.

ANCIENT TOMBS
At the end of each of the Legions of Nagash player’s movement phases, if a friendly DEATH HERO is within 3" of a cairn entrance, they may declare that they will summon new forces from it. Roll a D3 on the following table to see what kind of unit is summoned, then place the unit wholly within 9" of the cairn entrance and more than 9" from any enemy models. If you are unable to place the unit, or do not wish to, then the newly raised warriors may instead lurk within the tomb and not take part in the battle. The cairn entrance is then marked as having been defiled and may not be summoned from again. You may wish to remove its marker from the battlefield to represent this.

D3RESULT
1Ancient General’s Honoured Mausoleum
Choose one unit:
• Up to 20 Skeleton Warriors
• Up to 10 Grave Guard
• Up to 5 Black Knights
• 1 WIGHT KING
2Noble Household’s Ancestral Tomb
Choose one unit:
• Up to 20 Skeleton Warriors
• Up to 3 Spirit Hosts
• Up to 5 Hexwraiths
• 1 Tomb Banshee
3Royal Bloodline’s Gilded Crypt
Choose one unit:
• Up to 30 Skeleton Warriors
• Up to 20 Grave Guard
• Up to 3 Spirit Hosts
• Up to 1 WIGHT KING and up to 1 Tomb Banshee

VICTORY
Do not use any of the victory conditions on the Warhammer Age of Sigmar rules sheet. Instead, if a player has no models left at the end of any battle round, the battle ends and their opponent wins a major victory. Otherwise, the game ends at the end of the fifth battle round. If 2 or fewer cairn entrances have been defiled, the defender wins a major victory. If 3 cairn entrances have been defiled, the defender wins a minor victory. If 4 or more cairn entrances have been defiled, the Legions of Nagash player wins a major victory.


Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

Legions of Nagash Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle. All followers must have the same allegiance as the champion (either Legion of Blood, Grand Host of Nagash, and so on).
CHAMPION TABLE
Grand Host of NagashLegion of SacramentLegion of BloodLegion of NightFollowers
Vampire Lord on Zombie DragonVampire Lord on Zombie DragonVampire Lord on Zombie DragonVampire Lord on Zombie Dragon4 units
Coven Throne5 units
Vampire LordNecromancerVampire LordWIGHT KING6 units
CHAMPION TABLE
Grand Host of NagashLegion of SacramentFollowers
Vampire Lord on Zombie DragonVampire Lord on Zombie Dragon4 units
Vampire LordNecromancer6 units
Legion of BloodLegion of NightFollowers
Vampire Lord on Zombie DragonVampire Lord on Zombie Dragon4 units
Coven Throne5 units
Vampire LordWIGHT KING6 units
HERO FOLLOWERS TABLE
D6Followers
1-31 WIGHT KING
41 Necromancer
51 Cairn Wraith
61 Tomb Banshee
ELITE RETINUE FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point. A warband cannot have more than one of each type of MONSTER including any ridden by its champion.)
D6Followers
1-31 Terrorgheist
4-61 Zombie Dragon

Champion Rewards Table

As your champion progresses along the Path to Glory, they will be granted many rewards by Nagash as they gain power, or suffer an eternity of torment should they fail him.

2D6REWARD
2

Unfavoured

The champion has displeased Nagash. If the champion is ever slain, you lose D3 Glory Points (to a minimum of 0), and must remove all rewards your champion has gained from this table so far from your warband roster.

3

Fluctuating Form

Roll a dice for the champion at the start of your hero phase. On a 1, the champion suffers 1 mortal wound. On a 2-5 nothing happens. On a 6, you can heal 1 wound that has been allocated to the champion.

4

Unholy Resilience

Add 1 to your champion’s Wounds characteristic.

5

Monarch of the Dead

Add 1 to your champion’s Bravery characteristic. In addition, add 1 to the Bravery characteristic of other units from their warband that are within 9" of them.

6

Stench of Death

Subtract 1 from the Bravery characteristic of units within 6" of your champion unless they have the DEATH keyword.

7

Savage Strike

You can add 1 to the Damage characteristic of Melee weapons used by the champion.

8

Soulforged Weapon

Pick a weapon used by the champion (it cannot be a weapon used by a mount if they have one). Add 1 to hit rolls made for that weapon.

9

Ancient Hatred

Pick a Grand Alliance keyword. You can re-roll hit rolls of 1 for the champion against units with that keyword.

10

Deathbound Plate

You can re-roll failed save rolls for your champion.

11

Spectral Protector

The champion may attempt to unbind one spell in your hero phase in the same manner as a WIZARD. If the champion is already a WIZARD, they may instead attempt to unbind one additional spell in the enemy hero phase.

12

Skill of Ages

Pick a weapon carried by your champion (it cannot be a weapon used by a mount if they have one). Each time you make a hit roll of 6+ for this weapon the attack is automatically successful. Determine damage normally (do not make a wound or save roll).


Monster Followers Rewards Table

As your champion progresses along the Path to Glory, the monsters they raise to fight by their side will be gifted with ever greater destructive abilities.

D6REWARD
1-2

Filth-encrusted Claws and Teeth

Each time you make a hit roll of 6+ for this monster, add 1 to the Damage characteristic of that attack.

3-4

Creature of Darkness

In the shooting phase, subtract 6" from the Range characteristic of attacks that target this monster.

5-6

Resilient Monstrosity

Add 1 to the monster’s Wounds characteristic.


Followers Rewards Table

As your warband progresses along the Path to Glory, it will gain more followers, and especially deadly units will become feared across the Mortal Realms.

D6REWARD
1-2

The Danse Macabre

Once per battle, in your hero phase, you can declare that this unit will perform the Danse Macabre. The unit can run and charge in that turn.

3-4

The Restless Dead

If this unit is affected by a Deathly Invocation ability, you can re-roll failed hit rolls of 1 for it until the end of the turn. Re-roll this reward if the unit is not SUMMONABLE.

5-6

Eternal Thralls

This unit does not have to take battleshock tests. Instead, in the battleshock phase, you can heal D3 wounds that have been allocated to the unit. If the models in the unit have a Wounds characteristic of 1, then you can instead return D3 slain models to the unit.

Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Slain Models
Once the number of wounds allocated to a model during the battle equals its Wounds characteristic, the model is slain. Place a slain model to one side – it is removed from play.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The MORTARCH keyword is used in following Legions of Nagash warscrolls:

Leader, Behemoth

The WIGHT KING keyword is used in following Legions of Nagash warscrolls:

Leader
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.

The SOULBLIGHT keyword is used in following Legions of Nagash warscrolls:

None
Leader
Leader, Behemoth
Battle Traits
An army that shares common goals and ideals is much deadlier than a ragtag force of unlikely allies. To represent this, armies that share the same allegiance often benefit from powerful additional abilities called battle traits.
Command Traits
Whether cunning strategist or berserk butcher, every general has a unique style of command. If your general is a HERO and the allegiance abilities for your army include any command traits, you can choose or roll for one for your general. If, for any reason, you must select a new general during a battle, immediately choose or roll for a trait for them. Command traits have no effect on attacks made by a general’s mount unless noted otherwise.
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.

The SUMMONABLE keyword is used in following Legions of Nagash warscrolls:

None
Battleline
• Zombies
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Slain Models
Once the number of wounds allocated to a model during the battle equals its Wounds characteristic, the model is slain. Place a slain model to one side – it is removed from play.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.

The GRAND HOST OF NAGASH and MORGHAST keywords are used in following Legions of Nagash warscrolls:

None

The GRAND HOST OF NAGASH and SUMMONABLE keywords are used in following Legions of Nagash warscrolls:

None
Battleline
• Zombies
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.

The DEATHRATTLE keyword is used in following Legions of Nagash warscrolls:

None
Battleline
Leader

The MORGHAST keyword is used in following Legions of Nagash warscrolls:

None
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Battle Traits
An army that shares common goals and ideals is much deadlier than a ragtag force of unlikely allies. To represent this, armies that share the same allegiance often benefit from powerful additional abilities called battle traits.
Command Traits
Whether cunning strategist or berserk butcher, every general has a unique style of command. If your general is a HERO and the allegiance abilities for your army include any command traits, you can choose or roll for one for your general. If, for any reason, you must select a new general during a battle, immediately choose or roll for a trait for them. Command traits have no effect on attacks made by a general’s mount unless noted otherwise.
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.

The MORTARCH keyword is used in following Legions of Nagash warscrolls:

Leader, Behemoth
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Slain Models
Once the number of wounds allocated to a model during the battle equals its Wounds characteristic, the model is slain. Place a slain model to one side – it is removed from play.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Battle Traits
An army that shares common goals and ideals is much deadlier than a ragtag force of unlikely allies. To represent this, armies that share the same allegiance often benefit from powerful additional abilities called battle traits.
Command Traits
Whether cunning strategist or berserk butcher, every general has a unique style of command. If your general is a HERO and the allegiance abilities for your army include any command traits, you can choose or roll for one for your general. If, for any reason, you must select a new general during a battle, immediately choose or roll for a trait for them. Command traits have no effect on attacks made by a general’s mount unless noted otherwise.
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.

The MORTARCH keyword is used in following Legions of Nagash warscrolls:

Leader, Behemoth
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Slain Models
Once the number of wounds allocated to a model during the battle equals its Wounds characteristic, the model is slain. Place a slain model to one side – it is removed from play.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The LEGION OF BLOOD and VAMPIRE LORD keywords are used in following Legions of Nagash warscrolls:

Leader
Leader, Behemoth
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a result that was made by adding several dice together (e.g. 2D6, 3D6 etc.) then, unless otherwise stated, you must roll all of those dice again. You can never re-roll a dice more than once, and re-rolls happen before modifiers to the roll (if any) are applied. Rules that refer to the result of an ‘unmodified’ dice roll are referring to the result after any re-rolls but before any modifiers are applied.
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Battle Traits
An army that shares common goals and ideals is much deadlier than a ragtag force of unlikely allies. To represent this, armies that share the same allegiance often benefit from powerful additional abilities called battle traits.
Command Traits
Whether cunning strategist or berserk butcher, every general has a unique style of command. If your general is a HERO and the allegiance abilities for your army include any command traits, you can choose or roll for one for your general. If, for any reason, you must select a new general during a battle, immediately choose or roll for a trait for them. Command traits have no effect on attacks made by a general’s mount unless noted otherwise.
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.

The MORTARCH keyword is used in following Legions of Nagash warscrolls:

Leader, Behemoth
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Slain Models
Once the number of wounds allocated to a model during the battle equals its Wounds characteristic, the model is slain. Place a slain model to one side – it is removed from play.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The LEGION OF NIGHT and DEATHRATTLE keywords are used in following Legions of Nagash warscrolls:

None
Battleline
Leader
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Battle Traits
An army that shares common goals and ideals is much deadlier than a ragtag force of unlikely allies. To represent this, armies that share the same allegiance often benefit from powerful additional abilities called battle traits.
Command Traits
Whether cunning strategist or berserk butcher, every general has a unique style of command. If your general is a HERO and the allegiance abilities for your army include any command traits, you can choose or roll for one for your general. If, for any reason, you must select a new general during a battle, immediately choose or roll for a trait for them. Command traits have no effect on attacks made by a general’s mount unless noted otherwise.
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.

The SOULBLIGHT and HERO keywords are used in following Legions of Nagash warscrolls:

Leader
Leader, Behemoth
Command Traits
Whether cunning strategist or berserk butcher, every general has a unique style of command. If your general is a HERO and the allegiance abilities for your army include any command traits, you can choose or roll for one for your general. If, for any reason, you must select a new general during a battle, immediately choose or roll for a trait for them. Command traits have no effect on attacks made by a general’s mount unless noted otherwise.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.

The VAMPIRE keyword is used in following Legions of Nagash warscrolls:

None
Leader
Leader, Behemoth
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The DEATHMAGES and WIZARD keywords are used in following Legions of Nagash warscrolls:

Leader

The VAMPIRE and WIZARD keywords are used in following Legions of Nagash warscrolls:

Leader
Leader, Behemoth
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The DEATHMAGES and WIZARD keywords are used in following Legions of Nagash warscrolls:

Leader
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.

The WIGHT KING keyword is used in following Legions of Nagash warscrolls:

Leader

The WIGHT KING keyword is used in following Legions of Nagash warscrolls:

Leader

The WIGHT KING keyword is used in following Legions of Nagash warscrolls:

Leader

The WIGHT KING keyword is used in following Legions of Nagash warscrolls:

Leader

The CORPSE CART keyword is used in following Legions of Nagash warscrolls:

None

The CORPSE CART keyword is used in following Legions of Nagash warscrolls:

None

The WIGHT KING keyword is used in following Legions of Nagash warscrolls:

Leader
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Slain Models
Once the number of wounds allocated to a model during the battle equals its Wounds characteristic, the model is slain. Place a slain model to one side – it is removed from play.
© Vyacheslav Maltsev 2013-2021