Awaken from the Grave
When Helman Ghorst successfully casts the Invocation of Nehek or Raise Dead spells, he can add +D3 to the total number of Skeletons or Zombies created.
When Helman Ghorst successfully casts the Invocation of Nehek or Raise Dead spells, he can add +D3 to the total number of Skeletons or Zombies created.
Enemy Wizards suffer a -1 modifier to their casting rolls if there is one or more units with a Balefire within 24".
Immediately before the first model in an enemy unit rolls To Hit against the Coven Throne or a character upon it (either in close combat or shooting), the opponent must roll a D6 and add it to his unit's LD (attacks that do not roll To Hit are exempt from this effect). Next, roll a D6 and add it to the Coven Throne's LD. To find the result of the Battle of Wills, subtract the enemy's total from the Coven Throne's total, and apply the result to the Battle of Wills Table.
In addition to the normal rules for the army battle standard, units of Undead within 12" of their battle standard suffer D3 Wounds less than they normally would due to Unstable, or following the death of the army's General.
Any enemy Monster in base contact with Ivya have their A characteristic reduced to 1.
If Vlad and Isabella von Carstein are in the same unit, they are inspired to fight all the harder, and gain +1 Combat Resolution. Furthermore, Vlad becomes subject to Frenzy and Hatred should Isabella be slain, and vice versa.
For the purposes of calculating combat result bonuses, a Varghulf counts as having no flanks or rear.
All Wizards (friend or foe) within 12" of one or more models with a Blasphemous Tome gain +2 to their casting result when casting spells from the Lore of Necromancy. If any Wizard miscasts within 12" of one or more models with a Blasphemous Tome upgrade, they must roll twice on the Miscast table. The miscasting player's opponent chooses which result applies.
Shordemaire has a S 3 Breath Weapon with Ignores Armour Saves.
Radukar, and any unit he joins, gains Devastating Charge.
For every unsaved Wound the Mourngul inflicts in close combat, it regains one Wound it has previously lost during the battle.
Krell must always issue a challenge whenever possible, and must answer any challenge issued by the enemy. If Krell is fighting a challenge whilst in the same unit as Heinrich Kemmler, he has Heroic Killing Blow.
Characters who are not Undead may join Undead units despite not being Unstable themselves. Mounted Characters ignore the Undead rule of the mount. If an Undead unit would get destroyed as a result of Unstable, any remaning character(s) will need to take a Break test as normal the same phase, using the LD modifier that they lost the combat by.
A Wraith can substitute all of its Attacks in close combat for a single Chill Grasp Attack. The Wraith makes a single Attack; if this Attack hits, then it will automatically wound and Ignore Armour saves.
An enemy unit that is flanked by one or more Bat Swarms is automatically Disrupted.
All enemy units in base contact with the Necrofex Colossus suffer D6 S 2 hits. Those hits are resolved at I 1.
The Necrofex Colossus becomes a Level 1 Wizard who uses spells from the Lore of Death or Lore of the Vampires. However, should the Necrofex Colossus suffer a miscast, in addition to any other effect, the Necrofex Colossus permanently has its T value reduced by 1.
A Death Shriek is a special attack that can be used against a single unit in the Shooting phase, even if the Terrorgheist has marched, charged, or is engaged in close combat. This attack has a range of 8" and needs line of sight to its target. If the Terrorgheist is engaged in combat, its Death Shriek may target a unit in base contact.
To resolve a Death Shriek, roll 2D6 and add the number of Wounds the Terrorgheist has left. For each point by which the result exceeds the target unit's LD, the target unit suffers 1 Wound with no armour saves allowed. A Death Shriek is a Magical Attack and Wounds suffered from it are distributed as from shooting.
Dieter does not need to test for Berserk Rage from his Manticore's Frenzy.
At the beginning of the owning player's Magic phase, after the total number of power dice for that phase has been determined, roll all the power dice in the pool. If any of these dice roll a 6, a portion of the power it represents is siphoned into the Black Coach. Power dice that are 'siphoned' by the Black Coach in this fashion can be used in the Magic phase as normal, though keep a note of how many are siphoned in this way. If you have more than one Black Coach in your army, randomly determine which Black Coach gains each siphoned dice. Each dice increases that Black Coach's abilities for the rest of the game. All of the increases listed are cumulative.
Belladamma gains +1 to cast and dispel. In addition, every time she suffers an unsaved Wound, roll a D6 if she is within 6" of one more friendly Dire Wolf units. On a 3+, the Wound is allocated to one model in that unit instead of her.
All units of Blood Knights within 12" of Prince Vhordrai may re-roll failed charge distance rolls.
A Ghostly Howl is a special attack that can be used against a single unit in the Shooting phase, even if the Banshee has marched, charged, or is engaged in close combat. This attack has a range of 8" and needs line of sight to its target. If the Banshee is engaged in combat, its Ghostly Howl may target a unit in base contact.
To resolve a Ghostly Howl, roll 2D6+2. For each point by which the result exceeds the target unit's LD, the target unit suffers 1 Wound which Ignores Armour Saves. Ghostly Howl is a non-physical Magical Attack and Wounds suffered from it are distributed as if from shooting.
If Walach is included in your army, units of Blood Knights are taken as Special Units instead of Rare Units.
Mourngul's have a Ward save (4+) against non-magical attacks.
Enemy units in base contact with Neferata suffer a -2 penalty to their LD.
At the start of each of your turns, roll a D6; on a 5+, the enemy General cannot make use of their Inspiring Presence ability until the start of your next turn.
When a Terrorgheist with this upgrade is removed as a casualty, all units that were in base contact (friend or foe) take 3D6 S 2 hits.
When casting the Invocating of Nehek spell on a unit with Ethereal, Lady Olynder may restore D3 lost Wounds rather than 1.
The Vampire must always issue and accept challenges when possible.
The Necromancer is able to use the Invocation of Nehek spell to increase units of Skeleton Warriors beyond their starting size.
Only for models on a Nightmare
All units with Undead have Animated Construct, Fear, and Unstable. However, they may make march moves if they are within 12" of the army's General.
All enemy models within 6" of Lady Olynder must re-roll successful Psychology tests.
While in his Beast form, Radukar may use this ability once per battle at the start of any of your Remaining Moves phases. If you do so, you can add 1 unit of up 2D6 Dire Wolves to your army. This unit enters the table following the rules for Reinforcements.
All enemy models in base contact with Kritza suffer -1 To Hit in close combat.
When it is the Necrofex Colossus' turn to strike in close combat, roll a D6 and consult the Necrofex Colossus Special Attack Table.
At the start of each of Konrad's turns, roll a D6. On a roll of a 1-3, Konrad is subject to the rules for Stupidity until the start of his next turn. On a roll of a 4-6, Konrad is subject to Frenzy until the start of his next turn.
All friendly units of Dire Wolves within 12" of Belladamma may re-roll failed charge and pursuit rolls.
A Zombie Dragon has a Breath Weapon. Any model hit suffers a S 2 hit, with a -3 armour save modifier.
The Abyssal Terror gains Poisoned Attacks.
Neferata must be the Army General. In addition, units of Lahmian Handmaidens may be included as Special Units rather than Rare Units.
Attacks made by a Terrorgheist with this upgrade have Poisoned Attacks. Note that this does not include the Terrorgheist's Stomp.
If Kritza is slain in close combat, roll a D6 at the end of that phase. On a 1-3, he is removed as a casualty as normal. On a 4+, move Kritza 3D6" in any direction, stopping at least 1" away from other units or impassable terrain. He is restored to his starting number of Wounds and may act normally from his next turn.
The Necrofex Colossus' number of Random Attacks and Stomp hits may be re-rolled.
Any enemy unit in base contact with Ivya at the start of each close combat phase take 2D6 S 2 Hits. In addition, they also suffer -1 to their WS.
In a turn that they successfully charge, models with this rule gains Strength Bonus (1).
Attacks made by Hexwraiths and Hellwraiths in close combat have Flaming Attacks and Ignores Armour saves.
Hexwraiths and Hellwraiths can move through unengaged units (whether friendly or enemy) during the Remaining Moves sub-phase, but cannot end their movement within 1" of another unit.
A model mounted upon (or pulled by) a model with this rule gains Ethereal for the purposes of movement only. They do not suffer the movement penalty for being barded. Whilst a unit with this rule is joined by a character without the Spectral Steeds or Ethereal special rules, then it loses this special rule.
Kurdoss may re-roll failed rolls To Hit in close combat against the enemy Army General.
Enemies targeting Radukar the Beast must re-roll successful rolls To Hit.
Enemies in base contact with a Zombie Dragon suffer -1 to their WS.
The Abyssal Terror gains Armour Piercing (1).
Whenever Radukar suffer an unsaved Wound, roll a D6; on a roll of 4+, he will transform into his Beast form for the remainder of the battle and will use those characteristics from then on (note that any Wounds previously suffered are not regained upon transforming). Replace Radukar the Wolf with Radukar the Beast, reforming the unit to make space if needed (this does not count as a reform).
At the start of each of your turn, Cado can summon a spirit from the Court of the Lost. If he does so, pick one of the effects. That effect lasts until the start of your next turn.
If your army contains any Undead units, you must include at least one character that is a Wizard that uses the Lore of Necromancy.
Slain General
At the end of the phase in which the General is removed as a casualty, and at the start of every friendly turn thereafter, all friendly Undead units on the battlefield must take a LD test. If the test is failed, the unit immediately suffers a number of Wounds equal to the amount by which it failed the LD test, with no saves of any kind allowed. These Wounds are distributed as if from a shooting attack.
If, at the start of any of your turns following the death of the General, there is one or more friendly Wizard Character on the table who know spells from the Lore of Necromancy, no unit in the army needs to take this LD test while at least one of them remain.
Zombie units can be increased beyond their starting size by spells and effects that add models to an existing unit. In addition, when Zombie units are successfully targeted by the Invocation of Nehek spell from the Lore of the Vampires, they regain an extra D6 Wounds. However, they also suffer one more casualty than normal as a result of Unstable.
Whenever a model with this rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with Animated Construct, Daemonic, Forest Spirits.
At the start of each of your turns, roll 2D6 and add the current turn number. This is range of the reliquary's dark aura this turn in inches. All enemy units within range of the dark aura immediately take D6 hits, with a S equal to the current turn number, distributed as from shooting. Also, place a marker next to all friendly Undead units that were within range of the dark aura at the start of the turn. These units improve their Regeneration saves by one point until the start of their next turn, to a maximum of 4+. If they have no Regeneration save, they are treated as having Regeneration (6+) instead. Finally, if the 2D6 result was a double, then the fell energies prove too powerful; in addition to the usual effects, the Mortis Engine takes 1 Wound with no saves of any kind allowed. When the Mortis Engine suffers its last unsaved Wound, every unit within 12 plus the turn number in inches, friend or foe, must take 2D6 hits with a S equal to the current turn number. These hits are distributed as shooting.
When a friendly Wizard within 6" of an Unholy Lodestone successfully casts Invocation of Nehek, they may re-roll a single D6 to determine how many Wounds are restored.
The Necrofex Colossus gains Regeneration (3+), but is also subject to the Berserk Rage part of Frenzy.
Models with Vampiric have Fear and Immunity (Psychology). In addition, models suffer -1 To Wound rolls against them, unless they are using Magical Attacks or Flaming Attacks.
All friendly Skeleton and Zombies units (but not any characters) within 6" of the Corpse Cart may re-roll all failed rolls To Wound in close combat and gain Regeneration (6+).
Any Wizard attempting to cast spells from the Lore of Death or Lore of Necromancy within 12" of the Necrofex Colossus gains +1 to their Casting roll.
Models with this rule have Killing Blow and Magical Attacks.