Soulblight Gravelords – Nagash, Supreme Lord of the Undead
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9"
16
3+
10
WARSCROLL

Nagash, Supreme Lord of the Undead

Nagash is the God of Death, hateful and ancient beyond mortal reckoning. When the Great Necromancer takes to the battlefield, the earth writhes as scores of undead warriors crawl forth from the grave to serve their eternal master.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gaze of Nagash
Gaze of Nagash12"13+2+-1D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Alakanash
Alakanash3"13+2+-3D6
Zefet-nebtar
Zefet-nebtar2"3+3+-23
Spectral Claws and Daggers
Spectral Claws and Daggers1"65+4+-1
DAMAGE
Wounds SufferedThe Nine Books of NagashZefet-nebtarStaff of Power
0-3Cast and unbind 5 extra spells6+3 cast /+3 unbind or dispel
4-6Cast and unbind 4 extra spells5+3 cast /+2 unbind or dispel
7-10Cast and unbind 3 extra spells4+2 cast /+2 unbind or dispel
11-13Cast and unbind 2 extra spells3+2 cast /+1 unbind or dispel
14+Cast and unbind 1 extra spells2+1 cast /+1 unbind or dispel
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 970
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single, Unique

DESCRIPTION

Nagash is a named character that is a single model. He is armed with Zefet-nebtar, Alakanash and the Gaze of Nagash.

COMPANION: Nagash is accompanied by a host of spirits that fight with their Spectral Claws and Daggers. For rules purposes, they are treated in the same manner as a mount.

FLY: Nagash can fly.

WARMASTER: If this unit is included in an Ossiarch Bonereapers army, it is treated as a general even if it is not the model picked to be the army’s general.

ABILITIES

Alakanash, the Staff of Power: This staff is capped with gems of purest Shyishan realmstone.
Add the Staff of Power value shown on this model’s damage table to casting, dispelling and unbinding rolls for this model. In addition, this model can attempt to cast Arcane Bolt any number of times in the same hero phase, even if another WIZARD has already attempted to cast the spell in that phase.

Invocation of Nagash: With but a thought, Nagash can call forth fresh minions to assail his foes.
At the start of your hero phase, if this model is on the battlefield, you can pick up to 5 different friendly SUMMONABLE units or friendly OSSIARCH BONEREAPERS units in any combination. For each of those units, you can either heal up to 3 wounds that have been allocated to that unit or, if no wounds have been allocated to it, you can return a number of slain models to that unit with a combined Wounds characteristic of 3 or less.

Frightful Touch: The malign spirits that surround Nagash can freeze an opponent’s blood with a single touch.
If the unmodified hit roll for an attack made with this model’s Spectral Claws and Daggers is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

Morikhane: This ensorcelled armour protects Nagash from arcane as well as physical attacks and can even cause an intense magical backlash on those that dare strike him.
Roll a dice each time you allocate a mortal wound to this model. On a 1-3, nothing happens. On a 4-5, that mortal wound is negated. On a 6, that mortal wound is negated and the attacking unit suffers 1 mortal wound.

The Nine Books of Nagash: Over his impossibly long existence, Nagash has collected a vast library of esoteric lore.
The Nine Books of Nagash allow Nagash to cast extra spells in your hero phase and unbind extra spells in the enemy hero phase. The number of extra spells he can attempt to cast or unbind is shown on this model’s damage table.

MAGIC

Nagash is a WIZARD. He can attempt to cast 3 spells in your hero phase and attempt to unbind 3 spells in the enemy hero phase (he can also attempt to cast and unbind extra spells due to the Nine Books of Nagash ability). He knows the Arcane Bolt, Mystic Shield, Hand of Dust and Soul Stealer spells.

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 has a casting value of 8. If successfully cast, pick 1 enemy model within 3" of the caster. Then, take a dice and hide it in one of your hands. Your opponent must pick one of your hands. If they pick the one holding the dice, the spell has no effect. If they pick the empty hand, the enemy model is slain.

Soul Stealer: Nagash can siphon souls from the living to heal his own wounds.
Soul Stealer has a casting value of 6. If successfully cast, pick 1 enemy unit within 24" of the caster that is visible to them and roll 2D6. If the roll is greater than that unit’s Bravery characteristic, it suffers D3 mortal wounds. If the roll is at least double that unit’s Bravery characteristic, it suffers D6 mortal wounds instead. You can heal up to 1 wound that has been allocated to the caster for each mortal wound inflicted by this spell that is not negated.

COMMAND ABILITIES

Supreme Lord of the Undead: Nagash is the undisputed master of all undead creatures.
You can use this command ability in your hero phase if this model is on the battlefield. If you do so, until your next hero phase, you can re-roll hit rolls of 1 for attacks made by friendly DEATH units, you can re-roll save rolls of 1 for attacks that target friendly DEATH units, and do not take battleshock tests for friendly DEATH units.

KEYWORDS
DEATH, DEATHLORDS, MONSTER, HERO, WIZARD, NAGASH
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
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.
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.
19.3.2 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.
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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.

The SUMMONABLE keyword is used in the following Soulblight Gravelords warscrolls:

None
Battleline

The OSSIARCH BONEREAPERS keyword is used in the following Ossiarch Bonereapers warscrolls:

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.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
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.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.

The DEATHLORDS keyword is used in the following Soulblight Gravelords warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2021