Nighthaunt – Nagash, Supreme Lord of the Undead

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18
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WARSCROLL

Nagash, Supreme Lord of the Undead

Nagash is the Great Necromancer, Supreme Lord of the Undead and master of all that passes beyond the mortal coil. He is nothing less than an evil-hearted god, and those who earn his displeasure are soon turned to dust upon the wind.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Alakanash
Alakanash3"43+3+-3D6
Zefet-nebtar
Zefet-nebtar2"43+3+-23
Spectral Claws and Daggers
Spectral Claws and Daggers1"64+4+-1
DAMAGE TABLE
Wounds SufferedMoveThe Nine Books of NagashInvocation of Nagash
0-910"Cast up to 8 spells24"
10-129"Cast up to 6 spells18"
13-158"Cast up to 5 spells12"
16+7"Cast up to 4 spells9"
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 860
Battlefield Role: Leader, Behemoth
Notes: Single, Unique

Nagash, Supreme Lord of the Undead, is armed with Alakanash and Zefet-nebtar.

WIZARD: The number of spells this unit can attempt to cast in your hero phase is determined using the Nine Books of Nagash ability below. This unit can attempt to unbind any number of spells in the enemy hero phase. If this unit is part of a Nighthaunt, Flesh-eater Courts, Ossiarch Bonereapers or Soulblight Gravelords army, it knows all of the spells from the spell lores in that faction’s allegiance abilities in addition to the other spells it knows.

WARMASTER: This unit can be included in a Nighthaunt, Flesh-eater Courts, Ossiarch Bonereapers or Soulblight Gravelords army. If it is, it is treated as a general even if it is not the model picked to be the army’s general. In addition, you can still use the army’s allegiance abilities even though this unit is not from the army’s faction; however, this unit does not benefit from them.

FLY: This unit can fly.

COMPANION: This unit is accompanied by a host of spirits armed with Spectral Claws and Daggers.

Alakanash, the Staff of Power: This staff is capped with gems of purest Shyishan realmstone.
Add 3 to casting, unbinding and dispelling rolls for this unit.

Invocation of Nagash: With but a thought, Nagash can call forth fresh minions to assail his foes.
At the start of your hero phase, for each friendly SUMMONABLE, MORDANT or OSSIARCH BONEREAPERS unit wholly within range of this unit, you can either heal up to 3 wounds allocated to that unit or, if no wounds have been allocated to that unit, you can return a number of slain models to it that have a combined Wounds characteristic of 3 or less. The range of this ability is shown on this unit’s damage table.

Morikhane: This ensorcelled armour channels the necromantic power of the Death God to his servants, enveloping them in an aura of deathly protection.
Friendly DEATH units wholly within 12" of this unit have a ward of 5+.

Supreme Lord of the Undead: Nagash is the undisputed master of all undead creatures.
At the start of your hero phase, you can pick 1 friendly SUMMONABLE, MORDANT or OSSIARCH BONEREAPERS unit with a Wounds characteristic of 3 or less that has been destroyed and roll a dice. On a 3+, a new replacement unit with half of the models from the unit that was destroyed (rounding up) is added to your army. Replacement units must be set up wholly within 12" of this unit and more than 9" from all enemy units. Units set up in this way cannot move in the following movement phase. Each destroyed unit can only be replaced once - replacement units cannot themselves be replaced.

The Nine Books of Nagash: Nagash has committed to memory much of his vast library but carries nine of the most potent tomes with him at all times.
The number of spells this unit can attempt to cast is shown on this unit’s damage table.

Hand of Dust: It is said that the touch of Nagash can wither and age any mortal, turning them to little more than a pile of dusty bones in mere moments.
Hand of Dust is a spell that has a casting value of 8 and a range of 3". If successfully cast, pick 1 enemy model within range and visible to the caster. Then, take a dice and hide it in one of your hands or under one of two appropriate containers. Your opponent must pick one of your hands or containers. If they pick the one holding the dice, the spell has no effect. If they pick the empty hand or container, the enemy model is slain.

Soul Stealer: Nagash can siphon souls from the living to heal his own wounds.
Soul Stealer is a spell that has a casting value of 7 and a range of 24". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3 mortal wounds. If the unmodified casting roll for this spell is 9+ and this spell is not unbound, that unit suffers D6 mortal wounds instead of D3. You can heal up to 1 wound that has been allocated to the caster for each mortal wound caused by this spell that is not negated.

KEYWORDS
DEATH, HERO, MONSTER, WIZARD, NAGASH
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.

The WIZARD keyword is used in the following Nighthaunt warscrolls:

Leader, Behemoth
Leader
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.

The MONSTER keyword is used in the following Nighthaunt warscrolls:

Leader, Behemoth
Behemoth
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.

The warscrolls using SUMMONABLE keyword can be found in the following Factions:

Death: Nighthaunt, Soulblight Gravelords.

The SUMMONABLE keyword is used in the following warscrolls:

The MORDANT keyword is used in the following Flesh-eater Courts warscrolls:

Leader
Battleline
None

The warscrolls using DEATH keyword can be found in the following Factions:

Death: Flesh-eater Courts, Nighthaunt, Ossiarch Bonereapers, Soulblight Gravelords.

The DEATH keyword is used in the following warscrolls:

© Vyacheslav Maltsev 2013-2024