| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Nekaph, | 4 | 5 | 3 | 4 | 4 | 2 | 4 | 3 | 8 | 120 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Prince Apophas | 4 | 4 | 3 | 4 | 3 | 4 | 1 | 5 | 8 | 130 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Settra the Imperishable | - | 7 | 3 | 6 | 5 | - | 3 | 5 | 10 | 445 |
| Chariot of the Gods | - | - | - | 5 | 5 | 8 | - | - | - | - |
| Skeletal Steed | 8 | 2 | - | 3 | - | - | 2 | 1 | - | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| High Priest | 4 | 3 | 3 | 3 | 4 | 3 | 2 | 2 | 8 | 140 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Mortuary Priest | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 7 | 55 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Necrotect | 4 | 3 | 3 | 4 | 4 | 2 | 3 | 2 | 7 | 55 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Royal Herald | 4 | 4 | 3 | 4 | 4 | 2 | 3 | 3 | 8 | 60 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Tomb King | 4 | 6 | 3 | 5 | 5 | 4 | 4 | 4 | 10 | 160 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Tomb Prince | 4 | 5 | 3 | 4 | 5 | 3 | 3 | 3 | 9 | 90 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Sepulchral Stalker | 7 | 3 | 3 | 4 | 4 | 3 | 3 | 2 | 8 | 52 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Skeleton Archer | 4 | 2 | 2 | 3 | 3 | 1 | 2 | 1 | 5 | 5 |
| Master of Arrows | 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Skeleton Chariot | - | - | - | 4 | 4 | 3 | - | - | - | 41 |
| Skeletal Steed | 8 | 2 | - | 3 | - | - | 2 | 1 | - | - |
| Skeleton Crew | - | 3 | 2 | 3 | - | - | 2 | 1 | 7 | - |
| Master Charioteer | - | 3 | 2 | 3 | - | - | 2 | 2 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Skeleton Horse Archer | - | 2 | 2 | 3 | 3 | 1 | 2 | 1 | 5 | 11 |
| Skeletal Steed | 8 | 2 | - | 3 | - | - | 2 | 1 | - | - |
| Master of Horse | - | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Skeleton Horseman | - | 2 | 2 | 3 | 3 | 1 | 2 | 1 | 5 | 11 |
| Skeletal Steed | 8 | 2 | - | 3 | - | - | 2 | 1 | - | - |
| Master of Horse | - | 2 | 2 | 3 | 3 | 1 | 2 | 2 | 5 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Skeleton Skirmisher | 5 | 2 | 2 | 3 | 3 | 1 | 2 | 1 | 4 | 4 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Skeleton Warrior | 4 | 2 | 2 | 3 | 3 | 1 | 2 | 1 | 5 | 4 |
| Master of Arms | 4 | 2 | 2 | 3 | 3 | 1 | 2 | 2 | 5 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Tomb Guard | 4 | 3 | 3 | 4 | 4 | 1 | 2 | 1 | 7 | 10 |
| Tomb Captain | 4 | 3 | 3 | 4 | 4 | 1 | 3 | 2 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Tomb Swarm | 5 | 3 | 0 | 2 | 2 | 5 | 1 | 5 | 10 | 37 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Carrion | 2 | 3 | 0 | 4 | 4 | 2 | 3 | 3 | 4 | 27 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Khemrian Warsphinx | 6 | 4 | - | 5 | 6 | 5 | 1 | 4 | - | 175 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Necropolis Knight | - | 4 | 3 | 4 | 4 | 3 | 3 | 2 | 8 | 54 |
| Necroserpent | 7 | 3 | - | 5 | - | - | 3 | 3 | - | - |
| Necropolis Captain | - | 4 | 3 | 4 | 4 | 3 | 3 | 3 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Sepulchral Stalker | 7 | 3 | 3 | 4 | 4 | 3 | 3 | 2 | 8 | 52 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Tomb Guard | 4 | 3 | 3 | 4 | 4 | 1 | 2 | 1 | 7 | 10 |
| Tomb Captain | 4 | 3 | 3 | 4 | 4 | 1 | 3 | 2 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Tomb Scorpion | 7 | 4 | 0 | 5 | 5 | 3 | 3 | 4 | 8 | 70 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Ushabti | 5 | 4 | 3 | 4 | 4 | 3 | 2 | 3 | 8 | 49 |
| Ancient | 5 | 4 | 3 | 4 | 4 | 3 | 2 | 4 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Casket of Souls | - | - | - | - | 6 | 4 | - | - | - | 135 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Necrolith Colossus | 6 | 3 | 2 | 6 | 6 | 5 | 1 | 4 | 8 | 160 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Necrosphinx | 6 | 4 | 0 | 5 | 6 | 6 | 1 | 5 | 8 | 195 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Screaming Skull Catapult | - | - | - | - | 6 | 3 | - | - | - | 105 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Winged Warsphinx | 6 | 4 | 0 | 5 | 6 | 5 | 1 | 4 | 8 | 180 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Barded Skeletal Steed | 7 | 2 | - | 3 | - | - | 2 | 1 | - | +16 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Khemrian Warsphinx | 6 | 4 | - | 5 | 6 | 5 | 1 | 4 | - | +175 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Necrolith Bone Dragon | 6 | 4 | - | 6 | (+1) | (+5) | 2 | 5 | - | +195 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Skeletal Steed | 8 | 2 | - | 3 | - | - | 2 | 1 | - | +12 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Skeleton Chariot | - | - | - | 4 | 4 | 3 | - | - | - | +35 |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Extra Attacks (+D3), Magical Attacks, Requires Two Hands, Strike First |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -2 | Killing Blow, Magical Attacks, Requires Two Hands, Strike Last |
Rather than attacking normally, the wielder of the Destroyer of Eternities may choose to make a special ‘Scything’ attack. If they do, the enemy unit they are directing their attacks against suffers D6 automatic hits, each resolved using the Destroyer of Eternities’ profile.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+3 | -1 | Magical Attacks, Multiple Wounds (2), Requires Two Hands |
The Flail of Skulls Strength modifier applies only against enemy models the wielder charged this turn.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Magical Attacks, Requires Two Hands |
Models whose troop type is ‘infantry’ only. Phakth’s Blades of Justice grant the wielder +1 Attack for each rank an enemy unit the wielder is engaged with has.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -2 | Magical Attacks, Poisoned Attacks, Requires Two Hands |
Liche Priests only.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -2 | Killing Blow, Magical Attacks, Requires Two Hands, Strike Last |
Whilst engaged on a challenge, the bearer of the Conqueror’s Blade strike a Killing Blow if they roll a natural 5 or 6 when making a To Wound roll, rather than the usual 6. In addition, should the wielder slay the enemy General in a challenge, you win a bonus of 100 Victory Points at the end of the game.
The Armour of the Ages is a suit of light armour. In addition, enemy models must re-roll successful rolls To Wound made against the wearer. Models whose troop type is ‘infantry’, ‘cavalry’ or ‘chariot’ only.
The Shield of Ptra is a shield. In addition, any enemy model that directs their attacks against the bearer during the Combat phase suffers a -1 modifier to their Weapon Skill characteristic.
The Warding Splint is a suit of heavy armour which may be purchased and worn by a Liche Priest, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, its wearer has a 5+ Ward save against any wounds suffered.
Models whose troop type is ‘infantry’ only. A unit carrying the Banner of the Desert Winds gains the [Vanguard] and [Reserve Move] special rules.
Unless making a charge move, a unit carrying the Icon of Rakaph may perform a single free reform at any point during its movement.
A unit carrying the Icon of the Sacred Eye has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10).
Any enemy model that targets a unit carrying the Mirage Banner during the Shooting phase suffers an additional -1 To Hit modifier.
The Royal Standard of Settra may only be taken in a muster list that includes Settra the Imperishable and /or Nekaph Emissary of Settra. A unit carrying the Royal Standard of Settra gains the [Hatred] (enemy characters) and [Terror] special rules.
All enemy units within 6’’ of the model carrying the Sigil of Centuries suffers a -1 modifier to their Initiative characteristic (to a minimum of 1).
Any enemy standard captured by a unit carrying the Tapestry of Conquered Lands is worth 100 Victory Points as a trophy of war.
Models whose troop type is ‘infantry’ only. The wearer of the Cloak of the Dunes gains the [Fly (9)] special rule. In addition, any enemy unit the wearer moves over during the Remaining Moves sub-phase suffers D6 Strength 2 hits, each with an AP of -1.
The wearer of the Death Mask of Kharnutt gains the [Terror] special rule.
Models whose troop type is ‘chariot’ only. This model doubles its Unit Strength, from 3 to 6. In addition, any Impact Hits caused by this model have an Armour Piercing characteristic of -2 and the [Magical Attacks] special rule.
Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.
High Priest only. When the wielder of the Staff of Awakening uses the Arise! special rule on a friendly unit whose troop type is ‘infantry’ or ‘cavalry’, that unit recovers an additional D3 Wounds.
The bearer of the Curse-weaver Wand gains a +1 modifier to their Casting roll when attempting to cast a Hex spell.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of Enkhil’s Kanopi may attempt to unleash its contents by making a Leadership test (using their own, unmodified Leadership). If this test is passed, all ‘Remains in Play’ spells currently in play are dispelled, including spells cast by friendly Wizards.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of a Hieratic Jar can release the power held within it. The bearer may attempt to resurrect the fallen by using the [Arise!] Special rule twice during this Command sub-phase (rather than the usual once).
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of Phâzerakt’s Kanopi may attempt to unleash its contents by making a Leadership test (using their own, unmodified Leadership). If this test is passed, place a unit of 2D6+3 Summoned Skeleton Warriors on the battlefield anywhere completely within 12" of this model, but not within 1" of any enemy models: ||||||||||| |:--|:--|:--|:--|:--|:--|:--|:--|:--|:--| ||M|WS|BS|S|T|W|I|A|Ld|Points| |Skeleton Warrior|4|2|2|3|3|1|2|1|5|4| Troop Type: Regular infantry Base Size: 25 x 25 mm Unit Size: 2D6+3 Equipment: Hand weapons and shields Special Rules: Horde, Nehekharan Undead, Regeneration (6+), Skirmishers Note that Summoned Skeleton Warriors are not worth any Victory Points.
When using the From Beneath the Sands special rule a summoned unit can be placed on the battlefield anywhere completely within 18’’ of a Liche Priest wearing the Scarab Brooch, rather than the usual 12’’.
A Wizard may purchase up to three Tablets of Tahoth, each of which is single use. Before making a Casting roll, a Wizard may choose to use any number of their Tablets. For each Tablet used, you may apply a +1 modifier to the result of the Casting roll.
The bearer of the Amulet of the Serpent and any unit they have joined gains the [Poisoned Attacks] special rule.
Single use. When the wearer of the Collar of Shapesh loses their last Wound, roll a D6. On a roll of 4+, the Wound is not lost. Instead, a single friendly model within the wearer’s Command range is removed from play as a casualty.
Monarch of Nehekhara only. During the command sub-phase of their turn, if they are not engaged in combat, the wearer of a Crown of Kings may attempt to resurrect the fallen by making a Leadership test. If this test is passed, a single friendly unit of Skeleton Warriors, Skeleton Archers, Skeleton Horsemen or Skeleton Horse Archers that is within the model’s Command range Recovers D3+1 Wounds.
The bearer of the Relic of the Desert Sun is not subject to the [Dry as Dust] or [Flammable] special rules.
Settra’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of him, not just a unit he has joined.
The Scarab Brooch of Usirian grants Settra a 5+ Ward save against any wounds suffered.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -3 | Flaming Attacks, Magical Attacks, Requires Two Hands |
Any enemy model that suffers one or more unsaved wounds from the Blessed Blade of Ptra suffers a -1 modifier to its rolls To Hit, both when shooting and in combat, for the remainder of the game.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| N/A | 3 | -2 | Breath Weapon, Magical Attacks, Multiple Wounds (2) |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Killing Blow |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Killing Blow, Monster Slayer |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+5 | -4 | Killing Blow, Monster Slayer, Strike Last] |
This model may make one additional attack each turn with this weapon
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | - | Poisoned Attacks, Strike First |
In combat, this model may choose to make one of its attacks each turn with this weapon
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| N/A | 4 | -1 | Breath Weapon, Flaming Attacks |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 30" | 6 | -1 | Armour Bane (2), Multiple Wounds (2), Volley Fire |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Killing Blow, Requires Two Hands |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 18" | S2 | N/A | Magical Attacks, Multiple Wounds (D3) |
When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal)
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -3 | Requires Two Hands, Strike Last |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| N/A | 2 | - | Breath Weapon |
When making a roll To Wound with this weapon, a roll of 4+ is always a success, regardless of the target’s Toughness.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -2 | Magical Attacks, Multiple Wounds (2), Requires Two Hands |
The Flail of Conquered Kings’ Strength modifier applies only against enemy models the wielder charged this turn.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | - |
In combat, a Sepulchral Stalker may make an additional D3 attacks each turn, each of which must be made with this weapon (roll separately for each model in the unit). Special Rules: Extra Attacks (D3)
During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to resurrect the fallen (see page 154) by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Nehekharan Undead special rule and is within 12" of this character recovers a number of lost Wounds. However, magically repairing gigantic undead constructs is much harder than raising skeletons from the sand. Therefore, how many Wounds are recovered depends upon the unit’s troop type and this character’s Level of Wizardry:
• If the unit’s troop type is ‘regular infantry’, ‘heavy infantry’ or ‘swarms’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +D3.
• If the unit’s troop type is ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +1.
• If the unit’s troop type is ‘monstrous infantry’, ‘monstrous cavalry’ or ‘light chariot’, it recovers a number of Wounds equal to this character‘s Level of Wizardry.
• If the unit’s troop type is ‘heavy chariot’, ‘monstrous creature’, ‘behemoth’ or ‘war machine’, it recovers a single Wound.
Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
A Royal Herald that has been upgraded to be your Battle Standard Bearer replaces the “Hold Your Ground” rule given in the Warhammer: the Old World rulebook with the version given below:
“Hold Your Ground”: Friendly units within the Battle Standard Bearer’s Command range may re-roll any failed Leadership test. In addition, friendly units within the Battle Standard Bearer’s Command range reduce the number of Wounds lost due to the Unstable special rule by D3.
Note that this is not cumulative with the Indomitable (X) special rule (see page 153). If a unit is affected by both, use the highest value.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ’Cleaving Blow’. Enemy models whose troops type is ’regular infantry’, ‘heavy infantry’, ‘light cavalry’ or ’heavy cavalry’ are not permitted an armour or [Regeneration] save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.
Settra gains the Arise! special rule and, unlike other models with this special rule, may use it even when engaged in combat.
Whilst within 12" of a Casket of Souls, friendly Liche Priests may apply a +1 modifier to any Casting roll they make. Additionally, any model (friend or foe) that casts a Bound spell whilst within 12" of a Casket of Souls may apply a +1 modifier to the Casting roll.
Note, however, that this bonus does not apply to any Bound spells cast by a Casket of Souls.
If a model with this special rule loses its last Wound to an enemy attack, the unit that made the attack must immediately make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -.
Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound.
Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
During the Command sub-phase of their turn, this character may attempt to drive a unit they have joined to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Extra Attacks (+1) and Hatred (all enemies) special rules.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may choose a single friendly unit that has both the Nehekharan Undead and the Ambushers special rules, and that is currently held in reserve, and attempt to summon it by making a Leadership test (using their own Leadership):
• If this test is passed, the chosen unit is successfully summoned and can be placed on the battlefield anywhere completely within 12" of this model, but not within 6" of any enemy models. The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal.
• If this test is failed, the Ambushers pay no heed to this model's summons and are delayed until their controlling player’s next turn at least.
Note that Ambushers arrive automatically at the start of round five as usual.
Any enemy unit that is in base contact with Nekaph or a unit he has joined must roll an extra D6 when making a Fear or Terror test, and discard the lowest result.
Under the cruel gaze of an Arch Necrotect, even the emotionless skeletal servants and magical constructs of the Mortuary Cult are driven to ever greater efforts. During the Command sub-phase of their turn, this character may attempt to drive a single friendly unit within their Command range to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase that unit gains a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Once a Casket of Souls has been placed on the battlefield during deployment it cannot be moved by its crew during the Remaining Moves sub-phase.
Note that a Casket of Souls can still pivot freely at any time during its turn and may make follow up move as normal.
A unit with this special rule reduces the number of wounds suffered due to the Unstable special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. For example, if a character with Indomitable (2) joins a unit with Indomitable (1), the whole unit uses the character’s Indomitable (2) special rule.
A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, ordinary hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
A Wizard with the 'Lore of Nehekhara' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or a spell from the 'Lore of Nehekhara'.
During the Command sub-phase of their turn, this character may attempt to exert their will upon those around them by making a Leadership test (using their own Leadership). If this test is passed, choose one of the following modifiers. Until your next Start of Turn sub-phase this character, their mount and any unit they have joined gain that modifier (to a maximum of 10):
• “Forward to Glory!”: +D3 Movement.
• “My Worthy Champions!”: +1 Weapon Skill.
• “Strike like the Cobra!”: +D3 Initiative.
Note that this special rule is not cumulative. In other words, using it more than once on the same unit during the same turn has no further effect.
A unit with this special rule that is arrayed in a Close Order formation, and that is equipped with and chooses to use shields, may choose not to Give Ground Should it lose a round in combat. However, if the winning side significantly outnumbers the losing side, it will overwhelm the loser. If the Unit Strength of the winning side is more than twice that of the losing side, the unit cannot use this special rule and must Give Ground as normal.
Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules:
• Fear • Immune to Psychology • Unbreakable • Unstable
A character with this special rule cannot join a unit without this special rule, and vice versa.
Should Prince Apophas lose his last Wound, before his model is removed from play, all enemy units within 2D6" of him suffer 2D6 Strength 2 hits with an AP of -1.
Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taking heavy casualties.
Settra must always accept a challenge unless Nekaph, Emissary of Settra is engaged in the same combat. In which case, Nekaph must accept the challenge on Settra’s behalf.
If your army includes Settra, he must be the army’s General and must be chosen to be the army’s Hierophant, even if he does not have the highest Level of Wizardry in your army. In addition, Settra has a Command Range of 18".
Nekaph must always issue and accept challenges (if possible). However, challenges issued by Nekaph cannot be refused. In addition, whilst engaged in a challenge, Nekaph strikes a Killing Blow if he rolls a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
Until your next Start of Turn sub-phase, any enemy unit that was within 2D6’’ of the central hole of the blast template after scattering suffers a -1 modifier to its Leadership characteristic (to a minimum of 2).
After deployment but before the first turn begins, nominate a single enemy character. This is the soul marked by the Necrosphinx to journey into the underworld by the battle’s end. This model may re-roll any rolls To Hit of a natural 1 made against the nominated character.
A unit with this special rule can Volley Fire during a turn in which it moved, or whilst performing a Stand & Shoot charge reaction.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single friendly Necrolith Colossus, Necrosphinx, unit of Ushabti or unit of Venerable Ushabti that is within their Command range. Until the end of this turn, the nominated unit improves the Regeneration value of its Regeneration save by 1.
Should a Monarch of Nehekhara model suffer a hit whilst within 3" of this model, you may choose to transfer that hit and all of its effects onto this model.
Impact hits caused by the Chariot of the Gods have the Flaming Attacks and Magical Attacks special rules. In addition, when fielded within a Nehekharan Royal Host army, this model may join a unit of Tomb Guard Chariots as if its troop type were ‘light chariot’.
Any Tomb Scorpion or unit of Necroserpents may have this special rule for +2 points per model. When a unit with this special rule is placed on the battlefield as a result of using the From Beneath the Sands special rule, it may nominate a single enemy unit that is within 8" of it and whose troop type is ‘regular infantry’ or ‘heavy infantry’. The nominated enemy unit must immediately make a number of Initiative tests equal to the Unit Strength of this unit. For each test that is failed, a single model belonging to the nominated unit is removed from play as a casualty.
If the crew of a Casket of Souls is reduced to zero Wounds, immediately roll a D6 for every unit (friend or foe) within 12" of the model. On a roll of 4+, the unit suffers D6 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Once these hits are resolved, the Casket of Souls is removed from play.
During the Combat phase of any turn in which this model charged, every attack it makes that causes an unsaved wound allows it to immediately make one additional attack. These additional attacks also benefit from this special rule.
Note that any unsaved wounds caused by the Stomp Attacks (D3) special rule do not benefit from this special rule.
After deployment, nominate a single character in your opponent’s Muster List. Apophas may re-roll any failed rolls To Hit or To Wound made against that character. In addition, any hits inflicted by Apophas against the nominated character gain the Magical Attacks special rule.
A Casket of Souls can cast the following Bound spells, with a Power Level of 2:
Light Of Death Type: Magic Missile Casting Value: 7+ Range: 36" Effect: The target enemy unit must immediately make a Leadership test. If this test is passed, it suffers D3 Strength 3 hits, each with an AP of -1. If, however, this test is failed, it suffers D6+3 Strength 6 hits, each with the Multiple Wounds (2) special rule and with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Light Of Protection Type: Enchantment Casting Value: 8+ Range: Self Effect: Remains in Play. Whilst this Bound spell is in play, this model and any friendly unit within 18" of this model gains a 6+ Ward save against any wounds suffered. In addition, whilst this Bound spell is in play, enemy units suffer a -1 modifier to any rolls To Hit made against this model and any friendly unit within 18" of this model.
However, if this model casts the Light of Death Bound spell, this Bound spell will immediately expire.