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
Legions of Nagash |
Legions of Nagash | Battletome | 1 | 1.1 | December 2019 |
General’s Handbook ’2020 |
General’s Handbook ’2020 | Expansion | 2 | 1.0 | August 2020 |
Forge World: Monstrous Arcanum |
Forge World: Monstrous Arcanum | Expansion | 2 | | June 2018 |
Warhammer Underworlds: Shadespire |
Warhammer Underworlds: Shadespire | Warscroll | 1 | | October 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: | 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 a Mourngul be taken in a Legions of Nagash army? |
A: | |
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: | 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
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.ALLEGIANCEWhen 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 ALLIANCESAn 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.
FACTIONSAn 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 NAGASHWhen 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 NIGHTThe 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
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| 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.
UNITSA 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 POWERIf 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 TRAITSIf 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. MAGICAll 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. | |
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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 ABILITYThe 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
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| GRAND HOST OF NAGASH HERO only.
D6 | COMMAND 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. |
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Artefacts of Nagash
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| GRAND HOST OF NAGASH HERO only.
D6 | ARTEFACT 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. |
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Legion of Sacrament
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| 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.
UNITSA 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 POWERIf 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 TRAITSIf 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. MAGICAll WIZARDS in a LEGION OF SACRAMENT army know an additional spell from one of the Lores of the Dead. | |
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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 ABILITYThe 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
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| LEGION OF SACRAMENT HERO only.
D6 | COMMAND 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. |
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Artefacts of Sacrament
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| LEGION OF SACRAMENT HERO only.
D6 | ARTEFACT 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. |
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Legion of Blood
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| 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.
UNITSA 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 POWERIf 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 TRAITSIf 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. MAGICAll WIZARDS in a LEGION OF BLOOD army know an additional spell from one of the Lores of the Dead. | |
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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 ABILITYThe 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
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| LEGION OF BLOOD HERO only.
D6 | COMMAND 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. |
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Artefacts of Blood
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| LEGION OF BLOOD HERO only.
D6 | ARTEFACT 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. |
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Legion of Night
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| 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.
UNITSA 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 POWERIf 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 TRAITSIf 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. MAGICAll WIZARDS in a LEGION OF NIGHT army know an additional spell from one of the Lores of the Dead. | |
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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 ABILITYThe 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
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| LEGION OF NIGHT HERO only.
D6 | COMMAND 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. |
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Artefacts of Night
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| LEGION OF NIGHT HERO only.
D6 | ARTEFACT 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. |
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Soulblight
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| This section describes the allegiance abilities available to a Soulblight army, including battle traits, command traits and artefacts of power.
ARTEFACTS OF POWERIf 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 TRAITSIf 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. MAGICAll WIZARDS in a SOULBLIGHT army know an additional spell from the Lore of the Vampires. | |
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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
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| SOULBLIGHT HERO only.
D6 | COMMAND 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. |
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Soulblight Artefacts
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| SOULBLIGHT HERO only.
D6 | ARTEFACT 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. |
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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.
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| Locus of ShyishIf 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. | |
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| Lore of the DeathmagesDEATHMAGES WIZARDS only.
D6 | SPELL | 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. |
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| Lore of the VampiresVAMPIRE WIZARDS only.
D6 | SPELL | 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. |
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Battleplans
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| Turn the TablesA 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 BATTLEPLANSThis 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 ARMIESOne 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 OBJECTIVESThe 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 OBJECTIVESYou have the enemy commanders cornered and at your mercy. You must destroy them swiftly before they can raise another army! LEGIONS OF NAGASH COMMAND ABILITYDesecration: 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 ABILITYFlee!: 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 BATTLEFIELDSet 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-UPDo 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 TURNThe Legions of Nagash player decides who takes the first turn in the first battle round. THE DEAD RISEWhenever 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.VICTORYDo 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). | |
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| Ancient WarriorsGraveyards, 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 ARMIESOne 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 OBJECTIVESThese 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 OBJECTIVESThe 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 ABILITYBe 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 ABILITYBarricade 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 BATTLEFIELDThe 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-UPDo 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 TURNThe Legions of Nagash player decides who takes the first turn in the first battle round. ANCIENT TOMBSAt 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. VICTORYDo 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. | |
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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).
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.) | D6 | Followers | 1-3 | 1 Terrorgheist | 4-6 | 1 Zombie Dragon |
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| Champion Rewards TableAs 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.
2D6 | REWARD | 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). |
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| Monster Followers Rewards TableAs 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.
D6 | REWARD | 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. |
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| Followers Rewards TableAs your warband progresses along the Path to Glory, it will gain more followers, and especially deadly units will become feared across the Mortal Realms.
D6 | REWARD | 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. |
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