Grand Host of Nagash:

  • Magic
    • All Wizards in a Grand Host of Nagash army know an additional spell from one of the Lores of Death. If Nagash is included in the army, he instead knows an additional 3 spells from the Lores of Death.
  • 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 Death Hero within 9″ of a gravesite, you may pick a single unit in the grave and set it up wholly within 9″ of that gravesite and more than 9″ from any enemy models. Any model that is unable to be setup 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.

Battalion (1000-2000): Min (1 Leader & 3 Battleline)

Leaders: 2

  • Wight King with Baleful Tomb Blade on Skeletal Steed – 120
    • | M: 12″ | W: 5 | B: 10 | S: 3+ |
    • Baleful Tomb Blade
      • | R: 1″ | A: 4 | H: 3+ | W: 3+ | R: -1 | D: 1 |
    • Hooves and teeth
      • | R: 1″ | A: 2 | H: 4+ | W: 5+ | R: – | D: 1 |
    • Skeletal Steed
      • Some Wight Kings ride a Skeletal Steed. They move 12″ rather than 4″, and their steed attacks with its Hooves and Teeth.
    • Beheading Strike
      • If the wound roll for an attack made with a Baleful Tomb Blade is 6+, that attack has a Damage characteristic of d3.
    • Deathly Invocation
      • At the start of your hero phase, pick up to 2 different friendly Summonable units within 6″ of this model. You can heal d3 wounds that have been allocated to each unit you pick (roll separately for each unit). If no wounds are currently allocated to a unit you have picked, you may instead return a number of slain models to it that have a combined Wounds characteristic equal to or less than the roll of a d3.
    • Command Trait: Lord of Nagashizzar
      • Add 1 to the Attacks characteristics of melee weapons used by friendly Deathrattle units that are within 6″ of this general.
    • Command Abilities
      • Endless Legions (General)
        • Choose a gravesite within 9″ of them. 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.
      • Lord of Bones
        • Pick a friendly Deathrattle unit within 18″ of this model. Until your next hero phase, add 1 to the Attacks characteristic of that unit’s melee weapons.
      • At the Double (Generic)
        • You can use this command ability after you make a run roll for a friendly unit that is within 6″ of a friendly Hero, or 12″ of a friendly Hero that is a general. If you do so, the run roll is treated as being a 6.
      • Forward to Victory (Generic)
        • You can use this command ability after you make a charge roll for a friendly unit that is within 6″ of a friendly Hero, or 12″ of a friendly Hero that is a general. If you do so, re-roll the charge roll.
      • Inspiring Presence (Generic)
        • You can use this command ability at the start of the battleshock phase. If you do so, pick a friendly unit that is within 6″ of friendly Hero, or 12″ of a friendly Hero that is a general. That unit does not have to take battleshock tests in that phase.
    • Artefact of Nagash: Ossific Diadem
      • 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.
  • Wight King with Baleful Tomb Blade on Skeletal Steed – 120
    • | M: 12″ | W: 5 | B: 10 | S: 3+ |
    • Baleful Tomb Blade
      • | R: 1″ | A: 4 | H: 3+ | W: 3+ | R: -1 | D: 1 |
    • Hooves and teeth
      • | R: 1″ | A: 2 | H: 4+ | W: 5+ | R: – | D: 1 |
    • Skeletal Steed
      • Some Wight Kings ride a Skeletal Steed. They move 12″ rather than 4″, and their steed attacks with its Hooves and Teeth.
    • Beheading Strike
      • If the wound roll for an attack made with a Baleful Tomb Blade is 6+, that attack has a Damage characteristic of d3.
    • Deathly Invocation
      • At the start of your hero phase, pick up to 2 different friendly Summonable units within 6″ of this model. You can heal d3 wounds that have been allocated to each unit you pick (roll separately for each unit). If no wounds are currently allocated to a unit you have picked, you may instead return a number of slain models to it that have a combined Wounds characteristic equal to or less than the roll of a d3.
    • Command Abilities
      • Lord of Bones
        • Pick a friendly Deathrattle unit within 18″ of this model. Until your next hero phase, add 1 to the Attacks characteristic of that unit’s melee weapons.
      • At the Double (Generic)
        • You can use this command ability after you make a run roll for a friendly unit that is within 6″ of a friendly Hero, or 12″ of a friendly Hero that is a general. If you do so, the run roll is treated as being a 6.
      • Forward to Victory (Generic)
        • You can use this command ability after you make a charge roll for a friendly unit that is within 6″ of a friendly Hero, or 12″ of a friendly Hero that is a general. If you do so, re-roll the charge roll.
      • Inspiring Presence (Generic)
        • You can use this command ability at the start of the battleshock phase. If you do so, pick a friendly unit that is within 6″ of friendly Hero, or 12″ of a friendly Hero that is a general. That unit does not have to take battleshock tests in that phase.
    • Artefact of Nagash: Grave-sand Timeglass
      • 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.

Battleline: 6

  • 30 Grave Guard – 420

    • | M: 4″ | W: 1 | B: 10 | S: 5+ |
    • Wight Blade
      • | R: 1″ | A: 2 | H: 3+ | W: 4+ | R: -1 | D: 1 |
    • Seneschal
      • Add 1 to the Attacks characterstic of a Seneschal’s Wight Blade or Great Wight Blade.
    • Standard Bearer
      • Subtract 1 from the Bravery characteristic of enemy units whilst they are within 6″ of any Death Standard Bearers.
    • Hornblower
      • A unit that includes any Hornblowers can always move up to 6″ when it charges, unless its charge roll is higher.
    • Cursed Weapons
      • If the wound roll for an attack made with a Wight Blade or Great Wight Blade is 6+, double the damage characteristic of that attack.
    • Crypt Shields
      • Add 1 to the save rolls for a unit carrying Crypt Shields against attacks that have a Rend of “-“.
  • 10 Skeleton Warriors – 80
    • | M: 4″ | W: 1 | B: 10 | S: 6+ |
    • Ancient Blade
      • | R: 1″ | A: 1 | H: 4+ | W: 4+ | R: – | D: 1 |
    • Skeleton Champion
      • Add 1 to the Attacks characteristic of a Skeleton Champion’s Ancient Blade or Ancient Spear.
    • Standard Bearer
      • Subtract 1 from the Bravery characteristic of enemy units whilst they are within 6″ of any Death Standard Bearers.
    • Hornblower
      • A unit that includes any Hornblowers can always move up to 6″ when it charges, unless its charge roll is higher.
    • Serve in Death
      • Add 1 to hit rolls for Skeleton Warriors units that are within 18″ of a friendly Death hero.
    • Skeleton Legion
      • Add 1 to the Attacks characteristic of this unit’s melee weapons if it has 20 or more models. Add 2 instead if it has 30 or more models.
    • Crypt Shields
      • Add 1 to save rolls for a unit carrying Crypt Shields against attacks that have Rend of “-“.
  • 10 Skeleton Warriors – 80
    • | M: 4″ | W: 1 | B: 10 | S: 6+ |
    • Ancient Blade
      • | R: 1″ | A: 1 | H: 4+ | W: 4+ | R: – | D: 1 |
    • Skeleton Champion
      • Add 1 to the Attacks characteristic of a Skeleton Champion’s Ancient Blade or Ancient Spear.
    • Standard Bearer
      • Subtract 1 from the Bravery characteristic of enemy units whilst they are within 6″ of any Death Standard Bearers.
    • Hornblower
      • A unit that includes any Hornblowers can always move up to 6″ when it charges, unless its charge roll is higher.
    • Serve in Death
      • Add 1 to hit rolls for Skeleton Warriors units that are within 18″ of a friendly Death hero.
    • Skeleton Legion
      • Add 1 to the Attacks characteristic of this unit’s melee weapons if it has 20 or more models. Add 2 instead if it has 30 or more models.
    • Crypt Shields
      • Add 1 to save rolls for a unit carrying Crypt Shields against attacks that have Rend of “-“.
  • 10 Skeleton Warriors – 80
    • | M: 4″ | W: 1 | B: 10 | S: 6+ |
    • Ancient Blade
      • | R: 1″ | A: 1 | H: 4+ | W: 4+ | R: – | D: 1 |
    • Skeleton Champion
      • Add 1 to the Attacks characteristic of a Skeleton Champion’s Ancient Blade or Ancient Spear.
    • Standard Bearer
      • Subtract 1 from the Bravery characteristic of enemy units whilst they are within 6″ of any Death Standard Bearers.
    • Hornblower
      • A unit that includes any Hornblowers can always move up to 6″ when it charges, unless its charge roll is higher.
    • Serve in Death
      • Add 1 to hit rolls for Skeleton Warriors units that are within 18″ of a friendly Death hero.
    • Skeleton Legion
      • Add 1 to the Attacks characteristic of this unit’s melee weapons if it has 20 or more models. Add 2 instead if it has 30 or more models.
    • Crypt Shields
      • Add 1 to save rolls for a unit carrying Crypt Shields against attacks that have Rend of “-“.

Other: 2

  • 10 Black Knights – 240

    • | M: 12″ | W: 2 | B: 10 | S: 5+ |
    • Barrow Lance
      • | R: 1″ | A: 2 | H: 3+ | W: 4+ | R: – | D: 1 |
    • Skeletal Steed’s Hooves and Teeth
      • | R: 1″ | A: 2 | H: 4+ | W: 5+ | R: – | D: 1 |
    • Hell Knight
      • Add 1 to the Attacks characteristic of a Hell Knight’s Barrow Lance.
    • Standard Bearer
      • Models in this unit may be Standard Bearers. Subtract 1 from the Bravery characteristic of enemy units that are within 6″ of any Death Standard Bearer.
    • Hornblower
      • A unit that includes any Hornblowers can always move up to 6″ when it charges, unless its charge roll is higher.
    • Deathly Charge
      • If this unit completed a charge this turn, add 1 to its wound rolls and damage characteristic of its Barrow Lance.
    • Crypt Shields
      • You can add 1 to save rolls for this unit against attacks that have a Rend of “-“.

Battalions: 1

  • Deathmarch – 160 (1 Wight King, 1 Black Knights, 1 Grave Guard, 3 Skeleton Warriors)
    • Unbreaking Ranks
      • At the start of your hero phase, you can return 1 slain model to each Deathmarch unit that is within 9″ of the battalion’s Wight King.
    • March of Death
      • At the start of your hero phase, each unit from this battalion wholly within 12″ of the battalion’s Wight King and more than 3″ from any enemy units can move 4″. The units cannot run, or move within 3″ of an enemy unit, and the distance to the Wight King must be measured before any of the moves are made.

Total: 1300