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VAMPIRE COUNTS

WARSCROLLS
COMPENDIUM
Warhammer Age of Sigmar © Games Workshop Ltd. 2015
Introduction
In the war-torn Mortal Realms, the in every realm, grave-cold blades The warscrolls in this compendium
unquiet dead are plentiful indeed. hacking into warm flesh whenever their allow you to use your Citadel
Some have the power to bind the slain masters seek dominion over the living. Miniatures collection in fantastical
to their will, from the most bestial None can rival Nagash, the Great battle, whether telling epic stories set
corpse to the most kingly of spectres. Necromancer – even Sigmar himself during the Age of Sigmar, or recreating
Their revenant armies walk abroad has cause to fear his name. the wars of the world-that-was.

Warscroll Key

1. Title: The name of the model that the 1 MORghAST hARbINgERS


warscroll describes. 2 MOV E

9"

U N DS
6 4+ MELEE WEAPONS

SAV E
Range Attacks To hit To Wound Rend

WO
Spirit Swords Damage

bR
10 1" 5 3+ 3+ -1 2
AV ERy

2. Characteristics: This set of characteristics tells you description


3 A unit of Morghast Harbingers has
4
ABilities
MAGic

how fast, powerful and brave the model is, and how
any Heralds of the Accursed one: You
number of models. Morghast Harbingers can Death Wizards know the Summon
are armed with Spirit Swords. add 1 to the casting rolls for spells that
allow you to set up a Death unit if Harbingers spell, in addition to any
the other
caster is within 18" of any Morghasts. spells they know.
Fly

effective its weapons are. Morghast Harbingers can fly.


Harbingers of Death: Roll 3 dice instead
of 2 when determining the charge range
for this unit. In addition, you can declare
suMMon HArBinGers
Summon Harbingers has a casting value
7. If successfully cast, you can set up
of
a unit
a of up to 2 Morghast Harbingers within
charge for this unit if it is within 18"
of the 18" of the caster and more than 9" away
enemy rather than 12".
from the enemy. The unit is added to
your
army, but cannot move in the following
movement phase.

3. Description: The description tells you what weapons 5 KEYWorDS DEATH, rEANIMANT, DEATHLo
rD, MorGHAST HAr BINGErS

the model can be armed with, and what upgrades (if


any) it can be given. The description will also tell you if
MORghAST ARChAI
the model is fielded on its own as a single model, or as
MOV E

part of a unit. If the model is fielded as part of a unit, 9"


U N DS

6 4+ MELEE WEAPONS
SAV E

Range Attacks To hit To Wound


WO

Spirit Halberd Rend Damage


10 2" 3

then the description will say how many models the unit
3+ 3+ -2
bR
3
AV ERy

should have (if you don’t have enough models to field a


description
ABilities
A unit of Morghast Archai has any
number Heralds of the Accursed one: You
MAGic
of models. They are armed with Spirit can Death Wizards know the Summon
Halberds and wear Ebon-wrought Armour. add 1 to the casting rolls for spells that
allow you to set up a Death unit if Archai spell, in addition to any other
spells

unit, you can still field one unit with as many models as
the they know.
Fly caster is within 18" of any Morghasts.
Morghast Archai can fly. suMMon ArcHAi
Ebon-wrought Armour: Each time
this Summon Archai has a casting value
unit suffers a mortal wound, roll a dice. of

you have available).


If the result is 5 or 6 their Ebon-wroug 7. If successfully cast, you can set up
ht a
Armour protects them and the wound unit of up to 2 Morghast Archai within
is ignored. 18" of the caster and more than 9" away
from the enemy. The unit is added to

NAgASh, SUPREME LORD


your
army, but cannot move in the following
movement phase.

Of ThE UNDEAD
KEYWorDS DEATH, rEANIMANT, DEATHLo
rD, MorGHAST ArCHAI

4. Abilities: Abilities are things that the model can do MISSILE WEAPONS
Warhammer Age of Sigmar © Games

Range
Workshop Ltd. 2015

Attacks To hit To Wound Rend Damage


D6
3+ 2+ -1
MOV E 1

during a game that are not covered by the standard


Gaze of Nagash 12"
9" MELEE WEAPONS
Range Attacks To hit To Wound Rend Damage
U N DS

2+ -3 D6
3+ 3+
SAV E

16 Alakanash 3" 1
3+ -2 3
WO

2" ✹ 3+
10
game rules.
Zefet-nebtar - 1
1" 6 5+ 4+
Spirits’ Spectral Claws and Daggers
bR AV ERy

6
DAMAgE TAbLE
Zefet-nebtar Alakanash
Wounds Suffered The Nine books of Nagash
6 +3 cast /+3 unbind
0-3 Cast and unbind 5 extra spells
5 +3 cast /+2 unbind
Cast and unbind 4 extra spells

5. Keywords: All models have a list of keywords.


4-6 +2 cast /+2 unbind
4
7-10 Cast and unbind 3 extra spells
3 +2 cast /+1 unbind
11-13 Cast and unbind 2 extra spells
2 +1 cast /+1 unbind
14+ Cast and unbind 1 extra spell

Sometimes a rule will say that it only applies to models description


with Death Magic Incarnate: If Nagash
soul steAler
Levelling Alakanash at the enemy, Nagash
can steal their souls for sustenance.
Nagash is a single model. He fights successfully casts a spell that allows
you to If
is Soul Stealer has a casting value of 6.

that have a specific keyword.


Zefet-nebtar, the Mortis Blade, and set up a new Death unit, you can double
protected by the black plates of Morikhane, unit (if successfully cast, pick an enemy unit
him the number of models set up in that within 24" and roll two dice. If the total
his magical suit of armour. Around he summoned a Hero or a Monster,
you it
swirl the Nine Books of Nagash, and in score is greater than that unit’s Bravery,
of can set up two units instead of one). suffers D3 mortal wounds. If the total
score
one hand he holds Alakanash, the Staff it
Power. Even his deathly Gaze can strike is at least double that unit’s Bravery,
is Frightful Touch: If the hit roll for an suffers D6 mortal wounds instead. Nagash
down the most powerful of foes. Nagash attack made by the spirits’ Spectral
Claws
mortal wound
fight heals one wound for each
accompanied by a host of spirits that and Daggers is 6 or more, their frightful
with Spectral Claws and Daggers. inflicted on the target.
touch stills the victim’s beating heart,

6. Damage Table: Some models have a damage table Fly


Nagash can fly.
immediately inflicting 1 mortal wound
instead of the normal damage. coMMAnd ABility
Supreme Lord of Death: Nagash’s
unbreakable will infuses his army with
MAGic unknowable power. If Nagash uses this
ABilities

that is used to determine one or more of the model’s


to cast
Nagash is a wizard. He can attempt ability then until your next hero phase
you
Morikhane: Roll a dice each time Nagash three different spells in each of your
hero all
suffers a mortal wound. If the result
is a spells can re-roll hit and save rolls of 1 for
the phases, and attempt to unbind three Death units in your army and they
do not
4 or more, the Black Armour deflects in each enemy hero phase. In addition,
he
mortal wound and it is ignored; if the spells need to take battleshock tests.
can attempt to cast or unbind extra

characteristics. Look up the number of wounds the


mortal
result is 6, the unit that inflicted the with the Nine Books of Nagash. He
knows
is
wound suffers one in return as the attack the Arcane Bolt, Mystic Shield, Hand of
reflected back at them. Dust and Soul Stealer spells, as well
as any
spells known by other Death Wizards
e Nine Books of Nagash: The Nine

model has suffered to find the value of the characteristic


Th on the battlefield.
Books of Nagash allow him to cast extra
spells in his own hero phase, and unbind HAnd oF dust
The
extra spells in the enemy hero phase. It is said that the touch of Nagash can
number of different spells he can attempt wither and age any mortal, turning
them

in question. to cast or unbind is shown on the damage


table above.

e Staff of Power: Add the modifier


to little more than a pile of dusty bones
in mere moments. Hand of Dust has
casting value of 8. If successfully cast,
a
pick
a
Th an enemy model within 3". Then, take
listed on the Damage Table to any casting dice and hide it in one of your hands.
Hold
or unbinding rolls for Nagash. your hands in front of your opponent
and
If they pick the one
ask them to pick one.
the
holding the dice, their model dodges
dust
attack. If not, the model is turned to
and is slain!

H
, HEro, Pr IEST, WIZArD, NAGAS
KEYWorDS DEATH, DEATHLorD, MoNSTEr
Workshop Ltd. 2015
Warhammer Age of Sigmar © Games

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Nagash, Supreme Lord
of the Undead
MOV E
MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage

9" Gaze of Nagash 12" 1 3+ 2+ -1 D6


u n ds

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


16 3+
sav e

Alakanash 3" 1 3+ 2+ -3 D6
wo

b
10 Zefet-nebtar 2" ✹ 3+ 3+ -2 3
r av ery
Spirits’ Spectral Claws and Daggers 1" 6 5+ 4+ - 1

DAMAGE TABLE
Wounds Suffered The Nine Books of Nagash Zefet-nebtar Alakanash
0-3 Cast and unbind 5 extra spells 6 +3 cast /+3 unbind
4-6 Cast and unbind 4 extra spells 5 +3 cast /+2 unbind
7-10 Cast and unbind 3 extra spells 4 +2 cast /+2 unbind
11-13 Cast and unbind 2 extra spells 3 +2 cast /+1 unbind
14+ Cast and unbind 1 extra spell 2 +1 cast /+1 unbind

description Soul Stealer


Nagash is a single model. He fights with Death Magic Incarnate: If Nagash Levelling Alakanash at the enemy, Nagash
Zefet-nebtar, the Mortis Blade, and is successfully casts a spell that allows you to can steal their souls for sustenance.
protected by the black plates of Morikhane, set up a new Death unit, you can double Soul Stealer has a casting value of 6. If
his magical suit of armour. Around him the number of models set up in that unit (if successfully cast, pick an enemy unit
swirl the Nine Books of Nagash, and in he summoned a Hero or a Monster, you within 24" and roll two dice. If the total
one hand he holds Alakanash, the Staff of can set up two units instead of one). score is greater than that unit’s Bravery, it
Power. Even his deathly Gaze can strike suffers D3 mortal wounds. If the total score
down the most powerful of foes. Nagash is Frightful Touch: If the hit roll for an is at least double that unit’s Bravery, it
accompanied by a host of spirits that fight attack made by the spirits’ Spectral Claws suffers D6 mortal wounds instead. Nagash
with Spectral Claws and Daggers. and Daggers is 6 or more, their frightful heals one wound for each mortal wound
touch stills the victim’s beating heart, inflicted on the target.
Fly immediately inflicting 1 mortal wound
Nagash can fly. instead of the normal damage. COMMAND ABILITY
Supreme Lord of Death: Nagash’s
ABILITIES MAGIC unbreakable will infuses his army with
Morikhane: Roll a dice each time Nagash Nagash is a wizard. He can attempt to cast unknowable power. If Nagash uses this
suffers a mortal wound. If the result is a three different spells in each of your hero ability then until your next hero phase you
4 or more, the Black Armour deflects the phases, and attempt to unbind three spells can re-roll hit and save rolls of 1 for all
mortal wound and it is ignored; if the in each enemy hero phase. In addition, he Death units in your army and they do not
result is 6, the unit that inflicted the mortal can attempt to cast or unbind extra spells need to take battleshock tests.
wound suffers one in return as the attack is with the Nine Books of Nagash. He knows
reflected back at them. the Arcane Bolt, Mystic Shield, Hand of
Dust and Soul Stealer spells, as well as any
The Nine Books of Nagash: The Nine spells known by other Death Wizards
Books of Nagash allow him to cast extra on the battlefield.
spells in his own hero phase, and unbind
extra spells in the enemy hero phase. The Hand of Dust
number of different spells he can attempt It is said that the touch of Nagash can
to cast or unbind is shown on the damage wither and age any mortal, turning them
table above. to little more than a pile of dusty bones
in mere moments. Hand of Dust has a
The Staff of Power: Add the modifier casting value of 8. If successfully cast, pick
listed on the Damage Table to any casting an enemy model within 3". Then, take a
or unbinding rolls for Nagash. dice and hide it in one of your hands. Hold
your hands in front of your opponent and
ask them to pick one. If they pick the one
holding the dice, their model dodges the
attack. If not, the model is turned to dust
and is slain!

KEYWORDS DEATH, Deathlord, MONSTER, HERO, PRIEST, WIZARD, NAGASH

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Arkhan the Black
MOV E MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage
✹ Zefet-kar 1" 1 3+ 3+ -1 D3
u n ds

11 4+
sav e

Khenash-an 2" 1 4+ 3+ -1 D3
wo

Razarak’s Ebon Claws 1" ✹ 4+ 3+ -2 2


b
10 Spirits’ Spectral Claws and Daggers 1" 6 5+ 4+ - 1
r av ery

DAMAGE Table
Wounds Suffered Move Ebon Claws Khenash-an
0-2 16" 6 +2 cast /+2 unbind
3-4 13" 5 +2 cast /+1 unbind
5-6 10" 4 +1 cast /+1 unbind
7-8 7" 3 +1 cast
9+ 4" 2 -

DESCRIPTION
Arkhan the Black is a single model. He Frightful Touch: If the hit roll for an or more, the target suffers another mortal
fights with Zefet-kar, the Tomb Blade, and attack made by the spirits’ Spectral Claws wound and you can roll another dice. Keep
rides into battle on the back of Razarak, and Daggers is 6 or more, their frightful rolling dice in this way, inflicting mortal
a dread abyssal mount that strikes down touch stills the victim’s beating heart, wounds and reducing the roll needed to
Arkhan’s foes with its Ebon Claws. Arkhan immediately inflicting 1 mortal wound cause them by 1 each time, until either no
also carries Khenash-an, the Staff of Spirits instead of the normal damage. wounds are inflicted or the target unit has
– an arcane artefact that stores the magical been reduced to a pile of corpse‑dust!
energy Arkhan uses to empower his spells. MAGIC
Arkhan is accompanied by a host of spirits Arkhan the Black is a wizard. He can COMMAND ABILITY
that fight with Spectral Claws and Daggers. attempt to cast two different spells in each First of the Mortarchs: If Arkhan the
of your hero phases, and attempt to unbind Black uses this ability, then all Death
Fly two spells in each enemy hero phase. He Wizards within 18" of him can increase
Arkhan the Black can fly. knows the Arcane Bolt, Mystic Shield and the range of their spells by 6" this phase.
Curse of Years spells. Arkhan also knows
ABILITIES the spells of any Death Wizard that is
Feaster of Souls: Arkhan the Black heals 2 within 18" of him.
wounds at the end of each combat phase in
which he slew any models. Curse of Years
Tracing a spiteful gesture in the air,
Staff of Spirits: When Arkhan attempts Arkhan curses the enemy to age at an
to cast or unbind a spell, add Khenash-an’s incredible rate. Curse of Years has a casting
modifier (listed on the damage table above) value of 6. If successfully cast, pick a visible
to the roll. unit within 18" and roll ten dice. For each
roll of 6, that unit suffers a mortal wound
Mortarch of Sacrament: You can add 1 and you can roll an extra dice. For each roll
to Arkhan’s casting rolls for spells that of 5 or more on these extra dice, the target
allow you to set up a new Death unit on suffers another mortal wound and you can
the battlefield. roll another dice. Now, for each roll of 4

KEYWORDS DEATH, Skeleton, Deathlord, Monster, HERO, WIZARD, ARKHAN THE BLACK

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Mannfred, Mortarch of Night
MOV E MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage
✹ Gheistvor 1" 4 3+ 3+ -1 D3
u n ds

11 4+
sav e

Sickle-glaive 2" 2 3+ 3+ -1 2
wo

Ashigaroth’s Ebon Claws 1" ✹ 4+ 3+ -2 2


10
br a ery Spirits’ Spectral Claws and Daggers 1" 6 5+ 4+ - 1
v

DAMAGE Table
Wounds Suffered Move Ebon Claws Vigour of Undeath
0-2 16" 6 15"
3-4 13" 5 12"
5-6 10" 4 9"
7-8 7" 3 6"
9+ 4" 2 3"

DESCRIPTION ABILITIES Magic


Mannfred, Mortarch of Night, is a single Feaster of Souls: Mannfred, Mortarch of Mannfred is a wizard. He can attempt to
model. He is armed with Gheistvor, the Night, heals 2 wounds at the end of each cast two different spells in each of your
Sword of Unholy Power, and a Sickle- combat phase in which he slew any models. hero phases, and attempt to unbind two
glaive. He also wears the Armour of spells in each enemy hero phase. He knows
Templehof and rides into battle on the back Armour of Templehof: The first wound the Arcane Bolt, Mystic Shield and Wind
of Ashigaroth – a dread abyssal mount or mortal wound inflicted on Mannfred of Death spells.
that strikes down the vampire’s foes with each turn is absorbed by the Armour of
its Ebon Claws. Mannfred is accompanied Templehof and ignored. Wind of Death
by a host of spirits that fight with Spectral Mannfred sends forth a gust of spectral
Claws and Daggers. Sword of Unholy Power: If Gheistvor wind that tears the souls from the bodies of
inflicts any wounds in the combat phase, any who feel its bite. Wind of Death has a
Fly you can add 1 to the next casting or casting value of 7. If successfully cast, pick
Mannfred can fly when he is mounted unbinding roll for Mannfred. a visible model within 18" of the caster.
upon Ashigaroth. Each enemy unit within 6" of that model
Mortarch of Night: If it is nighttime, or suffers 1 mortal wound, while the model’s
you cannot see the sun, you can add 1 to all own unit suffers D3 mortal wounds.
hit and wound rolls for Gheistvor.
COmmand Ability
Frightful Touch: If the hit roll for an Mortarch’s Vigour of Undeath:
attack made by the spirits’ Spectral Claws Mannfred’s iron will binds his minions
and Daggers is 6 or more, their frightful to his service and pushes them beyond
touch stills the victim’s beating heart, their normal limits. If Mannfred uses
immediately inflicting 1 mortal wound this ability, then until your next hero
instead of the normal damage. phase you can re-roll hit and wound rolls
of 1 for Death units from your army
that are within the range shown on the
damage table.

KEYWORDS DEATH, VAMPIRE, Deathlord, Monster, HERO, WIZARD, MANNFRED VON CARSTEIN

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Neferata, Mortarch of Blood
MOV E MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage
✹ Akmet-har 1" 5 2+ 3+ -1 1
u n ds

11 4+
sav e

Aken-seth 1" 2 2+ 3+ -2 2
wo

Nagadron’s Skeletal Claws 1" ✹ 4+ 3+ -2 2


10
br a ery Spirits’ Spectral Claws and Daggers 1" 6 5+ 4+ - 1
v

DAMAGE TABLE
Wounds Suffered Move Skeletal Claws Twilight’s Allure
0-2 16" 6 15"
3-4 13" 5 12"
5-6 10" 4 9"
7-8 7" 3 6"
9+ 4" 2 3"

description MAGIC
Neferata is a single model. She is armed Feaster of Souls: Neferata, Mortarch of Neferata is a wizard. She can attempt to
with Akmet-har, the Dagger of Jet, in one Blood, heals 2 wounds at the end of each cast two different spells in each of your
hand, and carries Aken-seth, the Staff of combat phase during which she slew hero phases, and attempt to unbind two
Pain, in the other. She rides into battle any models. different spells in each enemy hero phase.
on the back of Nagadron, a dread abyssal She knows the Arcane Bolt, Mystic Shield
mount that strikes down her foes with its Mortarch of Blood: Each time Neferata and Dark Mist spells.
Skeletal Claws. Neferata is accompanied slays an enemy Hero in the combat phase
by a host of spirits that fight with Spectral with either Akmet-har or Aken-seth, Dark Mist
Claws and Daggers. she transforms that hero into one of her At her arcane command, tendrils of dark
thralls; you can set up a Vampire Lord mist coil around Neferata’s minions,
Fly within 6" of Neferata. This model is added turning their corporeal forms as
Neferata can fly. to your army, but cannot attack in that insubstantial as smoke. Dark Mist has a
combat phase. casting value of 6. If successfully cast, pick
ABILITIES a unit within 18". Until your next hero
Dagger of Jet: The Dagger of Jet saps the Frightful Touch: If the hit roll for an phase, that unit can fly and ignores the
vitality and fighting spirit of its victims, attack made by the spirits’ Spectral Claws Rend of any weapons that target it.
leaving them at Neferata’s mercy. If a and Daggers is 6 or more, their frightful
model suffers any wounds from Akmet- touch stills the victim’s beating heart, COMMAND ABILITY
har but is not slain, roll a dice at the end immediately inflicting 1 mortal wound Twilight’s Allure: Neferata’s beauty
of the phase. If the roll is greater than that instead of the normal damage. is never more apparent than when she
model’s remaining number of wounds, marches at the head of a mighty army.
it cannot fight on or defend itself and is If Neferata uses this ability, then until
contemptuously slain by Neferata. your next hero phase enemy units that
are within range (see the damage table)
are distracted by her dark majesty – your
opponent must subtract 1 from all hit rolls
for these units.

KEYWORDS DEATH, VAMPIRE, Deathlord, Monster, HERO, WIZARD, NEFERATA

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Morghast Harbingers
MOV E

9"
u n ds

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


6 4+
sav e

Spirit Swords 1" 5 3+ 3+ -1 2


wo

b
10
r av ery

description Abilities Magic


A unit of Morghast Harbingers has any Heralds of the Accursed One: You can Death Wizards know the Summon
number of models. Morghast Harbingers add 1 to the casting rolls for spells that Harbingers spell, in addition to any other
are armed with Spirit Swords. allow you to set up a Death unit if the spells they know.
caster is within 18" of any Morghasts.
Fly Summon Harbingers
Morghast Harbingers can fly. Harbingers of Death: Roll 3 dice instead Summon Harbingers has a casting value of
of 2 when determining the charge range 7. If successfully cast, you can set up a unit
for this unit. In addition, you can declare a of up to 2 Morghast Harbingers within
charge for this unit if it is within 18" of the 18" of the caster and more than 9" away
enemy rather than 12". from the enemy. The unit is added to your
army, but cannot move in the following
movement phase.

KEYWORDS DEATH, Reanimant, Deathlord, Morghast Harbingers

Morghast Archai
MOV E

9"
u n ds

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


6 4+
sav e

Spirit Halberd 2" 3 3+ 3+ -2 3


wo

b
10
r av ery

description Abilities Magic


A unit of Morghast Archai has any number Heralds of the Accursed One: You can Death Wizards know the Summon
of models. They are armed with Spirit add 1 to the casting rolls for spells that Archai spell, in addition to any other spells
Halberds and wear Ebon-wrought Armour. allow you to set up a Death unit if the they know.
caster is within 18" of any Morghasts.
Fly Summon Archai
Morghast Archai can fly. Ebon-wrought Armour: Each time this Summon Archai has a casting value of
unit suffers a mortal wound, roll a dice. 7. If successfully cast, you can set up a
If the result is 5 or 6 their Ebon-wrought unit of up to 2 Morghast Archai within
Armour protects them and the wound 18" of the caster and more than 9" away
is ignored. from the enemy. The unit is added to your
army, but cannot move in the following
movement phase.

KEYWORDS DEATH, Reanimant, Deathlord, Morghast Archai

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Vlad von Carstein
MOV E

5"
u n ds

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


5 4+
sav e

Blood Drinker 1" 6 3+ 3+ -2 1


wo

b
10
r av ery

description Magic COmmand Ability


Vlad von Carstein is a single model. He is Vlad von Carstein is a wizard. He can Slaves of Death: If Vlad von Carstein uses
armed with Blood Drinker, and bears the attempt to cast one spell in each of your this ability, select a Death unit within 10".
Carstein Ring on his right hand. hero phases, and attempt to unbind one Until your next hero phase you can add
spell in each enemy hero phase. He knows 1 to all run, charge and wound rolls for
Abilities the Arcane Bolt, Mystic Shield and Curse that unit.
Carstein Ring: Roll a dice the first time Soul spells.
Vlad von Carstein is slain. On a roll of 2 or
more you can set up Vlad anywhere within Curse Soul
6" of the point where he was slain, with all Uttering words of fell power, Vlad attempts
his wounds restored. to curse the soul of his victim and enslave
it to serve him in undeath for all eternity.
The Hunger: Vlad von Carstein heals a Curse Soul has a casting value of 5. If
wound at the end of each combat phase in successfully cast, select a visible enemy
which he killed any models. Hero within 6" and roll two dice. If the
total is greater than the Hero’s Bravery,
Beloved in Death: You can re-roll hit rolls it suffers a mortal wound. If the model is
of 1 for Vlad if Isabella von Carstein is slain by this spell, you can set up a Wight
on the battlefield, or all failed hit rolls if King where it stood. This model is added to
she is within 10". If Isabella is slain by the your army.
enemy, Vlad flies into a vengeful rage; from
then on Blood Drinker inflicts 2 Damage
instead of 1.

KEYWORDS DEATH, VAMPIRE, Soulblight, Hero, Wizard, Vlad von Carstein

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Count Mannfred
MOV E

5" MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


u n ds

Gheistvor 1" 4 3+ 3+ -1 D3
5 4+
sav e

Sickle-glaive 2" 2 3+ 3+ -1 2
wo

b
10 Nightmare’s Flailing Hooves 1" 2 4+ 4+ - 1
r av ery

description Armour of Templehof: The first wound Wind of Death


Count Mannfred is a single model. He or mortal wound inflicted on Mannfred Mannfred sends forth a gust of spectral
is armed with Gheistvor, the Sword of each turn is absorbed by the Armour of wind that tears the souls from the bodies of
Unholy Power, and a wicked Sickle‑glaive. Templehof and ignored. any who feel its bite. Wind of Death has a
Mannfred wears the cursed Armour casting value of 7. If successfully cast, pick
of Templehof, which grants him Sword of Unholy Power: If Gheistvor a visible model within 18" of the caster.
tremendous endurance. inflicts any wounds in the combat phase, Each enemy unit within 6" of that model
you can add 1 to Mannfred’s next casting suffers 1 mortal wound, while the model’s
Barbed Nightmare or unbinding roll. own unit suffers D3 mortal wounds.
Count Mannfred can ride to battle
upon a Barbed Nightmare. If he does, Magic COmmand Ability
his Move is increased to 12" and he Count Mannfred is a wizard. He can Vigour of Undeath: Mannfred reaches
gains the Nightmare’s Flailing Hooves attempt to cast two different spells in each out with his formidable will, filling his
melee weapon. of your hero phases, and attempt to unbind minions with renewed purpose. If Count
two spells in each enemy hero phase. He Mannfred uses this ability, pick a Death
Abilities knows the Arcane Bolt, Mystic Shield and unit within 15". Until your next hero phase
The Hunger: Count Mannfred heals a Wind of Death spells. you can re-roll hit and wound rolls of 1 for
wound at the end of each combat phase in that unit.
which he killed any models.


KEYWORDS DEATH, Vampire, Soulblight, Hero, Wizard, Mannfred von Carstein

Konrad Von Carstein


MOV E

5" MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


u n ds

5 4+
sav e

Sword of Waldenhof 1" 2 3+ 3+ -1 2


wo

Wicked Blade 1" 4 3+ 3+ - 1


10
br a ery
v

description COmmand Ability


Konrad von Carstein is a single model. He The Hunger: Konrad von Carstein heals a Entourage of the Damned: Konrad
is armed with the Sword of Waldenhof and wound at the end of each combat phase in surrounds himself with Necromancers,
a Wicked Blade. which he killed any models. determined not to allow his lack of magical
talent to hold him back, and they dare
Abilities One Bat Short of a Belfry: Konrad is a not displease him. If Konrad uses this
Red Fury: Roll a dice after resolving any violent lunatic, and his temper does little ability, you can re-roll all failed casting
attacks with Konrad. If the result is less to help his stretched sanity. If, during attempts made in that hero phase by
than the number of models he slew in your hero phase, you talk to Konrad von Necromancers from your army within
that phase, he immediately piles in and Carstein, you can re-roll all hit rolls of 18" of him.
attacks again. 1 for him until your next hero phase. If
Konrad von Carstein talks back to you,
re‑roll all failed hit rolls instead.

KEYWORDS DEATH, VAMPIRE, Soulblight, Hero, Konrad von Carstein

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Isabella von Carstein
MOV E

6"
u n ds

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


5 4+
sav e

Wickedly Sharp Stiletto 1" 4 3+ 4+ -1 1


wo

b
10
r av ery

description Vlad, My Beloved: You can re-roll failed Dark Seduction


Isabella von Carstein is a single model. She hit rolls for Isabella if Vlad von Carstein Isabella enthralls her victim, promising
is armed with a Wickedly Sharp Stiletto, is on the battlefield. If Vlad is slain (and is them whatever they desire if only they
and carries the Blood Chalice of Bathori. not returned to ‘life’ by his ring), Isabella surrender to her dark will. Dark Seduction
is filled with anguish; from then on she has a casting value of 6. If successfully cast,
Abilities makes 8 attacks rather than 4. pick a visible model within 18" and roll
The Blood Chalice of Bathori: At the end two dice. If the total is greater than that
of each combat phase, roll a dice for each Magic model’s Bravery, it immediately attacks
model that Isabella slew during the phase. Isabella is a wizard. She can attempt to cast a unit on its own side (even its own unit)
For each roll of 2 or more, Isabella or a one spell in each of your hero phases, and using one of its melee weapons. You select
Vampire within 3" of her heals a wound. attempt to unbind one spell in each enemy which unit will be attacked and which
hero phase. She knows the Arcane Bolt, weapon will be used.
Mystic Shield and Dark Seduction spells.

KEYWORDS DEATH, VAMPIRE, Soulblight, Hero, Wizard, Isabella von Carstein

Vampire Lord
MOV E

5" MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


u n ds

5 4+
sav e

Spirit-possessed Sword 1" 4 3+ 3+ -1 D3


wo

Nightmare’s Hooves and Teeth 1" 2 4+ 4+ - 1


10
br a ery
v

description Abilities Spirit Blight


A Vampire Lord is a single model. Each is The Hunger: A Vampire Lord heals a Spirit Blight has a casting value of 6. If
armed with a Spirit-possessed Sword. wound at the end of each combat phase in successfully cast, pick a unit within 18".
which it killed any models. Until your next hero phase, subtract 1 from
Nightmare the Attacks of each of that unit’s melee
Some Vampire Lords ride into battle on Magic weapons (to a minimum of 1).
a Nightmare steed; these have Move 10" A Vampire Lord is a wizard. They can
rather than 5", and can attack with the attempt to cast one spell in each of your COmmand Ability
Nightmare’s Hooves and Teeth. hero phases, and attempt to unbind one Blood Feast: If this model uses this ability,
spell in each enemy hero phase. They pick a Death unit within 15". Models in
Flying Horror know the Arcane Bolt, Mystic Shield and that unit make one extra attack with each
Some Vampire Lords have membranous Spirit Blight spells. of their melee weapons until your next
wings; these have Move 10" and can fly. hero phase.

KEYWORDS DEATH, VAMPIRE, Soulblight, Hero, Wizard, Vampire Lord

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Vampire Lord on
Abyssal Terror
MOV E

12" MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


u n ds

Deathlance 1" 3 3+ 3+ -1 2
8 4+
sav e

Vampiric Sword 1" 4 3+ 3+ -1 D3


wo

10
br a ery
Abyssal Terror’s Claws and Tusks 2" 6 4+ 3+ -1 1
v

description Hellish Vigour


A Vampire Lord on Abyssal Terror is a Deathlance Charge: The Damage for a The Vampire invigorates the creatures
single model. Most Vampire Lords wield Deathlance is increased to 3 if the model under his command, who move with
a Deathlance, but some prefer to wield a charged in the same turn. supernatural speed. Hellish Vigour has a
Vampiric Sword. Some Vampire Lords also casting value of 5. If successfully cast, pick
carry an Ancient Shield for protection. The Ancient Shield: A model with an Ancient a Death unit within 18". That unit doubles
Vampire’s Abyssal Terror attacks its prey Shield has a Save of 3+. its Move in its next movement phase.
with its Claws and Tusks.
Magic COmmand Ability
Fly A Vampire Lord is a wizard. They can Supernatural Terror: If a Vampire Lord
A Vampire Lord on Abyssal Terror can fly. attempt to cast one spell in each of your on Abyssal Terror uses this ability, then
hero phases, and attempt to unbind one until your next hero phase enemy units
Abilities spell in each enemy hero phase. They know must roll an extra dice and discard the
The Hunger: This model heals a wound at the Arcane Bolt, Mystic Shield and Hellish lowest if they take a battleshock test within
the end of each combat phase in which it Vigour spells. 6" of this model.
killed any models.

KEYWORDS DEATH, VAMPIRE, Soulblight, Hero, Wizard, Vampire Lord on Abyssal Terror

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Coven Throne
MOV E MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage
✹ Lahmian Vampire’s Blood Kiss 1" 1 3+ 4+ - D3
u n ds

12 4+
sav e

Lahmian Vampire’s Stiletto 1" 4 3+ 3+ -1 1


wo

Handmaidens’ Needle-sharp Poniards 1" ✹ 3+ 3+ - 1


10 Spectral Host’s Ethereal Weapons 1" 5+ 4+ - 1
br a ery
v ✹

DAMAGE Table
Wounds Suffered Move Handmaidens Spectral Host
0-2 14" 8 12
3-4 12" 7 10
5-7 10" 6 8
8-9 8" 5 6
10+ 4" 4 4

DESCRIPTION ABILITIES MAGIC


A Coven Throne is a single model. Frightful Strike: If a hit roll for the The Lahmian Vampire on a Coven Throne
A beautiful Lahmian Vampire reclines Spectral Host’s Ethereal Weapons is 6 or is a wizard. She can attempt to cast one
on the throne, striking at any foe that more, their chilling touch stills the victim’s spell in each of your hero phases, and
approaches her with her Stiletto before beating heart, inflicting 1 mortal wound attempt to unbind one spell in each enemy
damning them with a Blood Kiss. She is instead of its normal damage. hero phase. She knows the Arcane Bolt,
attended by two Pallid Handmaidens that Mystic Shield and Beguile spells.
fight with Needle-sharp Poniards, and is Scrying Pool: Staring into the pool of
protected by a swirling Spectral Host that virgins’ blood at the foot of the throne, the Beguile
fights with shimmering Ethereal Weapons. handmaidens can discern glimpses of the Staring into her prey’s eyes, the caster
future. Once per game, you can re-roll any clouds their minds and steals their
Fly dice roll of your choice. hearts. Beguile has a casting value of 6. If
A Coven Throne can fly. successfully cast, pick a visible unit within
Blood Kiss: Each time this model slays 12" and roll three dice. If the total score is
a Hero using its Blood Kiss, roll a dice; higher than that unit’s Bravery, it cannot
on a 4 or more the Lahmian Vampire has target the caster with attacks or spells until
transformed that model into one of her your next hero phase.
thralls; you can set up a Vampire Lord
within 6" of the Coven Throne. The model COmmand Ability
is added to your army but cannot attack in Cunning and Intrigue: The legendary
that combat phase. beauty and scrying talents of Lahmian
vampires allow them to move through
mortal society, seeding their minions
where they can disrupt and take advantage
of enemy plans. If a Lahmian Vampire atop
a Coven Throne uses this ability, and the
dice rolled at the start of the next battle
round is a tie, you can decide who will take
the first turn of that battle round.

KEYWORDS DEATH, VAMPIRE, SOULBLIGHT, MAlignant, HERO, WIZARD, COVEN THRONE

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


vargheists
MOV E

12"
u n ds

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


4 5+
sav e

Murderous Fangs and Talons 1" 3 3+ 3+ -1 2


wo

b
10
r av ery

description Abilities Summon Vargheists


A unit of Vargheists has 3 or more models. Blood-maddened Feeding Frenzy: Roll a Summon Vargheists has a casting value
They tear their prey apart in a savage dice each time a model from this unit slays of 6. If successfully cast, you can set up
frenzy with their Murderous Fangs an enemy model; on a 6, it can immediately a unit of up to 3 Vargheists within 18" of
and Talons. make one extra attack. the caster and more than 9" away from the
enemy. The unit is added to your army, but
Vargoyle Magic cannot move in the following movement
The leader of this unit is a Vargoyle. Death Wizards know the Summon phase. If the casting roll was 11 or more,
A Vargoyle makes 4 attacks instead of 3. Vargheists spell, in addition to any other set up a unit of up to 6 Vargheists instead.
spells they know.
Fly
Vargheists can fly.

KEYWORDS DEATH, VAMPIRE, Soulblight, Vargheists

Blood Knights
MOV E

10" MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


u n ds

3 4+
sav e

Blood Lance or Blade 1" 3 3+ 3+ -1 1


wo

Nightmare’s Hooves and Teeth 1" 2 4+ 4+ - 1


10
br a ery
v

description Standard bearer Abilities


A unit of Blood Knights has 5 or more Models in this unit may be Standard The Hunger: Models from this unit
models. Blood Knights are armed Bearers. You can return one slain model to heal 1 wound at the end of the combat
with Blood Lances or Blades and carry this unit in your hero phase if it includes phase if the unit slew any models during
Bloodshields. They ride Nightmares any Standard Bearers. that phase.
that attack the enemy with their Hooves
and Teeth. HornBlower Bloody Charge: The Damage of this unit’s
Models in this unit may be Hornblowers. Blood Lances or Blades is increased to D3
Kastellan A unit that includes any Hornblowers if it charged in the same turn.
The leader of this unit is a Kastellan. You can always move up to 6" when it charges,
can add 1 to hit rolls for a Kastellan. unless its charge roll is higher. Bloodshields: You can add 1 to the save
rolls for a unit carrying Bloodshields
against attacks that have a Rend of ‘-’.

KEYWORDS DEATH, VAMPIRE, Soulblight, Blood Knights

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Fell Bats
MOV E

14"
u n ds

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


3 6+
sav e

Elongated Fangs 1" 3 4+ 4+ - 1


wo

b
10
r av ery

description Abilities Magic


A unit of Fell Bats has 3 or more models. Scent of Gore: If an enemy model is slain Death Wizards know the Summon Fell
The beasts slice open their prey’s flesh within 6"of a Fell Bat, all models in that Bats spell, in addition to any other spells
with Elongated Fangs before gorging Fell Bat’s unit make 6 attacks instead of 3 they know.
on the gushing lifeblood in horrific, for the rest of the battle.
slurping draughts. Summon Fell Bats
Summon Fell Bats has a casting value of 5.
Fly If successfully cast, you can set up a unit
Fell Bats can fly. of up to 3 Fell Bats within 18" of the caster
and more than 9" away from the enemy.
The unit is added to your army, but cannot
move in the following movement phase.

KEYWORDS DEATH, Soulblight, Fell Bats

Bat SwarmS
MOV E

12"
u n ds

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


5 -
sav e

Razor-sharp Teeth 3" 5 5+ 5+ - 1


wo

b
10
r av ery

description Abilities Magic


A Bat Swarm can have any number Cloud of Horror: Bat Swarms are a horror Death Wizards know the Summon
of models. The bats descend upon the to face, a cloud of fluttering black shadows Bat Swarms spell, in addition to any other
battlefield in a screeching cloud of that sweeps over the battlefield causing spells they know.
flapping leathery wings and Razor-sharp the foe to duck for cover. Units from your
Teeth, crawling between their victims’ opponent’s army must subtract 1 from Summon Bat sWarmS
armour joints and draining them of their their hit rolls if they are within 12" of any Summon Bat Swarms has a casting value
life‑essence. Bat Swarms in the shooting phase. of 5. If successfully cast, you can set up a
unit of up to 3 Bat Swarms within 18" of
Fly Blood Suckers: If a Bat Swarm inflicts any the caster and more than 9" away from
Bat Swarms can fly. wounds in the combat phase, it heals all of the enemy. The unit is added to your
its wounds at the end of the phase. army, but cannot move in the following
movement phase.

KEYWORDS DEATH, Soulblight, Bat SwarmS

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Heinrich Kemmler,
The Lichemaster
MOV E

5"
u n ds

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


5 6+
sav e

Skull Staff 2" 1 4+ 3+ -1 D3


wo

10
br a ery
Chaos Tomb Blade 1" 2 4+ 3+ -1 2
v

description Magic
Heinrich Kemmler is a single model. He is Chaos Tomb Blade: Roll a dice each time Heinrich Kemmler is a wizard. He can
armed with the Chaos Tomb Blade, carries a model is slain by the Chaos Tomb Blade. attempt to cast two different spells in each
the Skull Staff and wears the Cloak of Mist On a 2 or more, you can add 1 model to a of your hero phases, and attempt to unbind
and Shadows. unit of Skeleton Warriors or Zombies two spells in each enemy hero phase. He
within 18" of Kemmler. knows the Arcane Bolt, Mystic Shield and
Abilities Invigorate spells.
Lichemaster: Each time Heinrich Skull Staff: You can add 1 to all unbinding
Kemmler suffers a wound or mortal wound rolls for Heinrich Kemmler. invigorate
and there is another Death unit from Throwing his arms wide, Heinrich
your army within 3", you can roll a dice; on Cloak of Mists and Shadows: At the Kemmler unleashes a wave of dark sorcery
a 2 or more he ignores the wound but one start of the hero phase, you can remove that infuses his minions. Invigorate has
of these units suffers a mortal wound in Heinrich Kemmler from the battlefield and a casting value of 6. If successfully cast,
his stead. then set him up again within 2D6" of his every Death model in your army within
previous location. 18" of Heinrich Kemmler heals a wound.

KEYWORDS DEATH, Necromancer, Deathmage, Hero, Wizard, Heinrich Kemmler

necromancer
MOV E

5" MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


u n ds

5 6+
sav e

Necromancer’s Staff 2" 1 4+ 3+ -1 D3


wo

Nightmare's Hooves and Teeth 1" 2 4+ 4+ - 1


10
br a ery
v

description Abilities Vanhel’s Danse Macabre


A Necromancer is a single model. He is Undead Minions: Each time this model The undead are filled with magical energy
armed with a Necromancer’s Staff. suffers a wound or mortal wound and there that causes them to jerk forwards and
is another Death unit from your army attack with tireless, unnatural speed.
Nightmare within 3", you can roll a dice; on a 4 or Vanhel’s Danse Macabre has a casting
Some Necromancers ride to battle on more the Necromancer ignores that wound value of 6. If successfully cast, pick a
Nightmares; they have Move 10" instead of but one of these units suffers a mortal Skeleton, Mordant or Zombie unit
5" and gain the Nightmare’s Hooves and wound in his stead. within 18"; that unit can pile in and attack
Teeth attack. twice in your next combat phase.
Magic
A Necromancer is a wizard. He can
attempt to cast one spell in each of your
hero phases, and attempt to unbind
one spell in each enemy hero phase. He
knows the Arcane Bolt, Mystic Shield and
Vanhel’s Danse Macabre spells.

KEYWORDS DEATH, Necromancer, Deathmage, Hero, Wizard

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Zombies
MOV E

4"
u n ds

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


1 -
sav e

Zombie Bite 1" 1 6+ 6+ - 1


wo

b
10
r av ery

description Abilities
A unit of Zombies has 10 or more models. Dragged Down and Torn Apart: You can Vigour Mortis: You can add 1 to all hit
They shamble forwards in a rotting horde, add 1 to the hit and wound rolls for a unit rolls for this unit if it is within 9" of any
burying their victims in a suffocating press of Zombies if it has 10 or more models, 2 if Corpse Carts from your army when
of mouldering bodies before biting into it has 20 or more models, or 3 if it has 30 or it attacks.
their exposed flesh with decaying teeth. more models.
Magic
standard bearer The Newly Dead: At the end of the combat Death Wizards know the following
Models in this unit may be standard phase, roll a dice for each model slain spell, in addition to any other spells
bearers. You can return D6 slain models to by this unit. For each roll of a 6, one of they know.
this unit in your hero phase if it includes their victims returns to unlife and joins
any standard bearers. the shambling hordes; add a zombie to Raise Zombies
this unit. Raise Zombies has a casting value of 4. If
Noise Maker successfully cast, you can set up a unit of
Models in this unit may be Noise Makers. Shambling Horde: If two or more units up to 10 Zombies within 18" of the caster
A unit that includes any Noise Makers of Zombies from your army are within 1" and more than 9" away from the enemy.
can always move up to 6" when it charges, of each other in your hero phase, they can The unit is added to your army, but cannot
unless its charge roll is higher. merge and become a single unit for the rest move in the following movement phase. If
of the battle. the result of the casting roll was 8 or more,
set up a unit of up to 20 Zombies instead.

KEYWORDS DEATH, Zombie, Deadwalker

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Dire Wolves
MOV E

10"
u n ds

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


2 5+
sav e

Rotting Fangs and Claws 1" 2 4+ 4+ - 1


wo

b
10
r av ery

description Abilities Summon Dire Wolves


A unit of Dire Wolves has 5 or more Slavering Charge: Add 1 to the wound Summon Dire Wolves has a casting value
models. They savage their terrified prey rolls for this unit if it made a charge move of 5. If successfully cast, you can set up a
with Rotting Fangs and Claws. in the same turn. unit of up to 5 Dire Wolves within 18" of
the caster and more than 9" away from
Doom Wolf Vigour Necris: You can add 1 to all save the enemy. The unit is added to your
The leader of this unit is a Doom Wolf. A rolls for this unit whilst it is within 9" of army, but cannot move in the following
Doom Wolf makes 3 attacks rather than 2. any Corpse Carts from your army. movement phase. If the casting roll was
10 or more, set up a unit of up to 10
Magic Dire Wolves instead.
Death Wizards know the Summon
Dire Wolves spell, in addition to any other
spells they know.

KEYWORDS DEATH, Zombie, Deadwalker, Dire Wolves

Corpse Cart
MOV E

4" MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


u n ds

6 6+
sav e

Corpsemaster’s Goad 2" 2 4+ 4+ - 1


wo

Zombie Horde 1" 2D6 5+ 5+ - 1


10
br a ery
v

description Abilities
A Corpse Cart is a single model. It is Balefire Brazier: Your opponent must
controlled by a Corpsemaster armed with subtract 1 from casting rolls for Wizards
a wicked Goad and dragged into battle by a in his army that are within 18" of any
shambling Zombie Horde. Mounted on the Corpse Carts with Balefire Braziers.
back of the cart is either a Balefire Brazier
or an Unholy Lodestone. Unholy Lodestone: You can add 1 to
the casting rolls for Death Wizards
from your army that are within 18" of any
Corpse Carts with an Unholy Lodestone.

KEYWORDS DEATH, Zombie, Deadwalker, Corpse Cart

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Mortis Engine
MOV E MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage
✹ Wail of the Damned ✹ See below
u n ds

12 4+
sav e

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


wo

Corpsemaster’s Mortis Staff 1" 1 4+ 3+ -1 D3


10
br av ery Spectral Host’s Ethereal Weapons 1" ✹ 5+ 4+ - 1

DAMAGE TABLE
Wounds Suffered Move Wail of the Damned Ethereal Weapons
0-2 14" 9" 12
3-4 12" 8" 10
5-7 10" 7" 8
8-9 8" 6" 6
10+ 4" 5" 4

description ABILITIES
A Mortis Engine is a single model. The Wail of the Damned: The cacophony The Reliquary: Once per battle, in the
Mortis Engine is watched over by a raised by the Tomb Banshees circling a hero phase, the Corpsemaster can unleash
deathless Corpsemaster, who attacks any Mortis Engine is enough to freeze the the energies stored by the Reliquary. When
who approach too closely with a gnarled blood in a mortal’s veins. In the hero he does so, roll four dice. Each unit within
Mortis Staff. He is protected by a swirling phase, roll two dice for each enemy unit that many inches is struck by a wave of
Spectral Host that fights with shimmering within the range shown on the damage necromantic force. Death units that are
Ethereal Weapons, while above the Mortis table. If the total is higher than that unit’s struck heal D3 wounds, but any other unit
Engine a cloud of Tomb Banshees scream Bravery, it suffers D3 mortal wounds. suffers D3 mortal wounds.
a Wail of the Damned, cursing those
who hear it to a maddening demise. The Frightful Strike: If a hit roll for the Blasphemous Tome: You can add 1 to the
Mortis Engine cages an ancient Reliquary Spectral Host’s Ethereal Weapons is 6 or casting rolls for any Death Wizards
with a dark aura that can be unleashed more, their chilling touch stills the victim’s within 12" of any Mortis Engines with
to devastating effect. Some also carry beating heart, inflicting 1 mortal wound a Blasphemous Tome. You and your
Blasphemous Tomes – a boon to nearby instead of its normal damage. opponent must subtract 1 from the casting
practitioners of death magic and a curse to rolls of all other Wizards that are
all other spellcasters. within 12" of any Mortis Engines with a
Blasphemous Tome.
Fly
Mortis Engines can fly.

KEYWORDS DEATH, Necromancer, Malignant, DEATHMAGE, MORTIS ENGINE

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Krell, Lord of Undeath
MOV E

4"
u n ds

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


5 3+
sav e

Black Axe of Krell 1" 4 3+ 3+ -1 D3


wo

b
10
r av ery

description Command Ability


Krell is a single model. He is armed with Black Axe of Krell: Roll a dice at the Lord of Bones: If Krell uses this ability,
the Black Axe of Krell, and wears the end of the combat phase for each enemy pick one unit of Skeletons within 18". All
Armour of the Barrows. model that Krell wounded but did not slay. models in that unit make one extra attack
If the result is greater than the number with each of their weapons until your next
Abilities of wounds that model has remaining, it hero phase.
Champion of the Dead: You can add 1 is slain.
to all hit rolls for Krell when he targets
a Hero. Armour of the Barrows: Halve any
wounds or mortal wounds inflicted on
Krell (rounding fractions up).

KEYWORDS DEATH, Skeleton, Deathrattle, Hero, Krell

Wight King
MOV E

4" MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


u n ds

5 4+
sav e

Baleful Tomb Blade 1" 4 3+ 3+ -1 1


wo

Skeletal Steed’s Hooves and Teeth 1" 1 4+ 5+ - 1


10
br a ery
v

description Abilities
A Wight King is a single model bearing a Infernal Standard: Infernal Standards Beheading Strike: If the wound roll for an
Baleful Tomb Blade. Many Wight Kings are saturated with death magic, which attack made with a Baleful Tomb Blade is
bear an Ancient Shield to batter aside the can sustain the undead. A Wight King 6 or more, that attack inflicts D3 damage
enemy’s blows, but some instead bear an with an Infernal Standard has the Totem rather than 1.
Infernal Standard. keyword. Roll a dice each time a Death
model from your army is slain within 9" of Ancient Shield: A Wight King with an
Skeletal Steed an Infernal Standard. On a 6, the magic of Ancient Shield has a Save of 3+.
Some Wight Kings ride a Skeletal Steed. the Infernal Standard sustains that warrior
They move 12" rather than 4", and their and the attack that slew him is ignored. In
steed attacks with its Hooves and Teeth. your hero phase, a Wight King can plant
his standard; if he does so, you cannot
move him until your next hero phase, but
until then the Infernal Standard’s influence
is extended to 18".

KEYWORDS DEATH, Skeleton, Deathrattle, Hero, Wight King

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Skeleton Warriors
MOV E

4" MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


u n ds

1 6+
sav e

Ancient Blade 1" 1 4+ 4+ - 1


wo

Ancient Spear 2" 1 5+ 4+ - 1


b
10
r av ery

description Abilities Magic


A unit of Skeleton Warriors has 10 or more Serve in Death: You can add 1 to hit Death Wizards know the Raise
models. Some units are equipped with rolls for units of Skeleton Warriors that Skeletons spell, in addition to any other
Ancient Blades, whilst others go to war with are within 18" of a Death Hero from spells they know.
Ancient Spears. Units of Skeleton Warriors your army.
also carry a shield for protection, either Raise Skeletons
battered Crypt Shields or tall Tomb Shields. Skeleton Legion: Models in this unit make Raise Skeletons has a casting value of 5.
1 extra attack with their melee weapon if If successfully cast, you can set up a unit
Skeleton Champion their unit has 20 or more models. They of up to 10 Skeleton Warriors within 18"
The leader of this unit is a Skeleton make 2 extra attacks instead if their unit of the caster and more than 9" away from
Champion. A Skeleton Champion makes 2 has 30 or more models. the enemy. The unit is added to your
attacks rather than 1. army, but cannot move in the following
Crypt Shield: You can add 1 to save rolls movement phase. If the casting roll was 10
Icon and Standard bearer for a unit carrying Crypt Shields against or more, set up a unit of up to 20 Skeleton
Models in this unit may be Icon Bearers or attacks that have a Rend of ‘-’. Warriors instead.
Standard Bearers. You can return D6 slain
models to this unit in your hero phase if it Tomb Shield: A unit carrying Tomb
includes any Icon or Standard Bearers. Shields can create a shield fortress instead
of running or charging in its turn. If it
HornBlower does so, add 1 to save rolls for the unit
Models in this unit may be Hornblowers. until its next movement phase.
A unit that includes any Hornblowers
can always move up to 6" when it charges,
unless its charge roll is higher.

KEYWORDS DEATH, Skeleton, Deathrattle, Skeleton Warriors

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Grave Guard
MOV E

4" MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


u n ds

1 5+
sav e

Wight Blade 1" 2 3+ 4+ -1 1


wo

Great Wight Blade 1" 2 3+ 3+ -1 1


b
10
r av ery

description HornBlower Magic


A unit of Grave Guard has 5 or more Models in this unit may be Hornblowers. Death Wizards know the Raise Grave
models. Some units of Grave Guard are A unit that includes any Hornblowers Guard spell, in addition to any other spells
equipped with Wight Blades and Crypt can always move up to 6" when it charges, they know.
Shields. Others are instead equipped with unless its charge roll is higher.
two-handed Great Wight Blades. Raise Grave Guard
Abilities Raise Grave Guard has a casting value
Standard bearer Cursed Weapons: If the wound roll for of 5. If successfully cast, you can set up
Models in this unit may be Standard a model from this unit is 6 or more, that a unit of up to 5 Grave Guard within 18"
Bearers. You can return D3 slain models to attack inflicts double Damage. of the caster and more than 9" away from
this unit in your hero phase if it includes the enemy. The unit is added to your
any Standard Bearers. Crypt Shields: You can add 1 to save rolls army, but cannot move in the following
for a unit carrying Crypt Shields against movement phase. If the casting roll was
Seneschal attacks that have a Rend of ‘-’. 10 or more, set up a unit of up to 10
The leader of this unit is a Seneschal. Grave Guard instead.
A Seneschal makes 3 attacks rather than 2.

KEYWORDS DEATH, Skeleton, Deathrattle, Grave Guard

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Black Knights
MOV E

12" MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


u n ds

2 5+
sav e

Barrow Lance 1" 1 4+ 4+ - 1


wo

Skeletal Steed’s Hooves and Teeth 1" 2 4+ 5+ - 1


10
br a ery
v

description HornBlower Magic


A unit of Black Knights has 5 or more Models in this unit may be Hornblowers. Death Wizards know the Raise Black
models. Black Knights are armed with A unit that includes any Hornblowers Knights spell, in addition to any other
rusted Barrow Lances and carry Crypt can always move up to 6" when it charges, spells they know.
Shields. They ride Skeletal Steeds that unless its charge roll is higher.
lash out at the enemy with their Hooves Raise Black Knights
and Teeth. Abilities Raise Black Knights has a casting value
Spectral Steeds: Black Knights can move of 5. If successfully cast, you can set up
Hell Knight across scenery (but not enemy models) as if a unit of up to 5 Black Knights within
The leader of this unit is a Hell Knight. they could fly. 18" of the caster and more than 9" away
A Hell Knight makes 2 attacks with its from the enemy. The unit is added to your
Barrow Lance instead of 1. Deathly Charge: Add 1 to the wound rolls army, but cannot move in the following
and Damage for this unit’s Barrow Lances movement phase. If the casting roll was
Standard bearer if it charged in the same turn. 10 or more, set up a unit of up to 10
Models in this unit may be Standard Black Knights instead.
Bearers. You can return D3 slain models to Crypt Shields: You can add 1 to save rolls
this unit in your hero phase if it includes for this unit against attacks that have a
any Standard Bearers. Rend of ‘-’.

KEYWORDS DEATH, Skeleton, Deathrattle, Black Knights

Strigoi Ghoul King


MOV E

6"
u n ds

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


6 5+
sav e

Gore-slick Talons and Fangs 1" 5 3+ 3+ -1 1


wo

b
10
r av ery

description Magic
A Ghoul King is a single model. He A Strigoi Ghoul King is a wizard. He value of 5. If successfully cast, pick a
is a terrifying opponent possessed of can attempt to cast one spell in each of Flesh‑eater unit within 18". That unit
inhuman strength and agility, who rips his your hero phases, and attempt to unbind can make 1 extra attack with each of its
victims apart with his Gore-slick Talons one spell in each enemy hero phase. He melee weapons until your next hero phase.
and Fangs. knows the Arcane Bolt, Mystic Shield and
Black Hunger spells. COMMAND ABILITY
Abilities Lord of the Flesh-eaters: If a Strigoi
Flesh-gorger: A Strigoi Ghoul King heals Black Hunger Ghoul King uses this ability, then until
D3 wounds at the end of each combat The Ghoul King stokes the necromantic your next hero phase you can add 1 to hit
phase in which he slew any models. energies flowing in his followers’ rotten and wound rolls for Flesh‑eater units
veins, raising their hunger to terrible new from your army within 18" of him when
heights. Black Hunger has a casting they attack in the combat phase.

KEYWORDS DEATH, Vampire, Flesh-eater, Hero, Wizard, Strigoi Ghoul King

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Crypt Ghouls
MOV E

6"
u n ds

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


1 6+
sav e

Sharpened Teeth and Filthy Claws 1" 2 4+ 4+ - 1


wo

b
10
r av ery

description Abilities Magic


A unit of Crypt Ghouls has 10 or more Ravenous Corpse-eaters: Crypt Ghouls Death Wizards know the Summon
models. They frantically tear into their make 3 attacks with their Sharpened Teeth Ghouls spell, in addition to any other
victims with Sharpened Teeth and and Filthy Claws if their unit has 20 or spells they know.
Filthy Claws. more models.
Summon Ghouls
Crypt Ghast Unholy Masters: You can re-roll hit Summon Ghouls has a casting value of 5.
The leader of this unit is a Crypt Ghast. rolls of 1 for units of Crypt Ghouls that If successfully cast, set up a unit of up to
You can add 1 to wound rolls for a are within 15" of a Ghoul King from 10 Crypt Ghouls within 18" of the caster
Crypt Ghast. your army. and more than 9" away from the enemy.
The unit is added to your army, but cannot
move in the following movement phase.
If the casting roll was 10 or more, set up a
unit of up to 20 Crypt Ghouls instead.

KEYWORDS DEATH, Mordant, Flesh-eater, Crypt Ghouls

Crypt Horrors
MOV E

6"
u n ds

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


4 5+
sav e

Clubs and Septic Talons 1" 3 4+ 3+ - 2


wo

b
10
r av ery

description
A unit of Crypt Horrors has 3 or more Freakish Metabolism: Models in this unit Summon Crypt Horrors
models. They fight with Clubs and heal 1 wound in each of your hero phases. Summon Crypt Horrors has a casting
Septic Talons. value of 6. If successfully cast, you can
Creations of the Ghoul Kings: You can set up a unit of up to 3 Crypt Horrors
Crypt Haunter re-roll failed hit rolls for a unit of Crypt within 18" of the caster and more than 9"
The leader of this unit is a Crypt Haunter. Horrors if it is within 15" of a Strigoi away from the enemy. The unit is added
A Crypt Haunter makes 4 attacks. Ghoul King from your army. to your army, but cannot move in the
following movement phase. If the casting
Abilities Magic roll was 11 or more, set up a unit of up to
Ravenous Flesh-eaters: Each time you Death Wizards know the Summon 6 Crypt Horrors instead.
make a wound roll of 6 for a Crypt Horror, Crypt Horrors spell, in addition to any
that attack inflicts 3 damage instead of 2. other spells they know.

KEYWORDS DEATH, Mordant, Flesh-eater, Crypt Horrors

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Varghulf
MOV E

10" MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


u n ds

8 5+
sav e

Immense Claws 2" 4 3+ 3+ -1 2


wo

Dagger-like Fangs 1" 1 3+ 2+ -2 D3


10
br a ery
v

description Abilities Magic


A unit of Varghulfs has any number of Bestial Fury: If there are at least 10 enemy Death Wizards know the Summon
models. They rip their prey apart with models within 3" after a Varghulf piles in, Varghulf spell, in addition to any other
Immense Claws and Dagger-like Fangs. it makes 6 attacks rather than 4 with its spells they know.
Immense Claws.
Fly Summon Varghulf
Varghulfs can fly. Feed on Dark Magic: A Varghulf heals Summon Varghulf has a casting value
a wound each time a Death Wizard of 7. If successfully cast, you can set up a
successfully casts a spell within 18". Varghulf within 18" of the caster and more
than 9" away from the enemy. The unit is
Monstrous Hunger: A Varghulf heals D3 added to your army, but cannot move in
wounds at the end of each combat phase in the following movement phase.
which it slew any models.

KEYWORDS DEATH, VAMPIRE, Flesh-Eater, Varghulf

Cairn Wraith
MOV E

6"
u n ds

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


4 4+
sav e

Reaper Scythe 2" 3 4+ 3+ -1 2


wo

b
10
r av ery

description Abilities Magic


A Cairn Wraith is a single model. It attacks Reaped Like Corn: You can re-roll failed Death Wizards know the Summon
with a two‑handed Reaper Scythe that hit rolls for a Reaper Scythe if the target Wraith spell, in addition to any other spells
harvests the souls of the enemy with each unit has five or more models. they know.
fell sweep.
Ethereal: Ignore the weapon’s Rend when Summon Wraith
Fly making save rolls for a Cairn Wraith. Summon Wraith has a casting value of 5.
Cairn Wraiths can fly. If successfully cast, you can set up a Cairn
Wraith within 18" of the caster and more
than 9" away from the enemy. The model
is added to your army, but cannot move in
the following movement phase.

KEYWORDS DEATH, Malignant, nighthaunt, Hero, Cairn Wraith

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


tomb Banshee
MOV E

6" MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage


u n ds

Ghostly Howl 10" 1 See below


4 4+
sav e

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


wo

b
10 Chill Dagger 1" 1 4+ 3+ -2 D3
r av ery

description Abilities Magic


A Tomb Banshee is a single model. It Ethereal: Ignore the weapon’s Rend when Death Wizards know the Summon
is equipped with a Chill Dagger that making save rolls for a Tomb Banshee. Banshee spell, in addition to any other
freezes the heart of its victim with the spells they know.
merest scratch. A Tomb Banshee can also Ghostly Howl: The otherworldly wail
emit a Ghostly Howl to petrify its enemies. of a Tomb Banshee is enough to freeze Summon Banshee
the blood in a mortal man’s veins. When Summon Banshee has a casting value of 5.
Fly making a Ghostly Howl attack, pick a If successfully cast, you can set up a Tomb
Tomb Banshees can fly. target, roll two dice and add the scores Banshee within 18" of the caster and more
together; if the total is higher than that than 9" away from the enemy. The model
unit’s Bravery, it suffers a number of is added to your army, but cannot move in
mortal wounds equal to the difference. the following movement phase.

KEYWORDS DEATH, Malignant, nighthaunt, Hero, Tomb Banshee

Spirit Hosts
MOV E

6"
u n ds

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


3 4+
sav e

Spectral Claws and Daggers 1" 6 5+ 4+ - 1


wo

b
10
r av ery

description Abilities Magic


A unit of Spirit Hosts has 3 or more Ethereal: Ignore the weapon’s Rend when Death Wizards know the Manifest
models. The spirits rend the souls of making save rolls for a Spirit Host. Spirits spell, in addition to any other spells
mortals with their Spectral Claws they know.
and Daggers. Frightful Touch: If the hit roll for an
attack made by a Spirit Host is 6 or Manifest Spirits
Fly more, the spirit’s frightful touch stills Manifest Spirits has a casting value of 5.
Spirit Hosts can fly. the victim’s beating heart, immediately If successfully cast, you can set up a unit
inflicting 1 mortal wound instead of its of up to 3 Spirit Hosts within 18" of the
normal damage. caster and more than 9" away from the
enemy. The unit is added to your army, but
cannot move in the following movement
phase. If the result of the casting roll was
10 or more, set up a unit of up to 6 Spirit
Hosts instead.

KEYWORDS DEATH, Malignant, Nighthaunt, Spirit Hosts

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Hexwraiths
MOV E

12" MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


u n ds

2 4+
sav e

Spectral Scythe 1" 2 4+ 3+ -1 1


wo

Skeletal Steed’s Hooves and Teeth 1" 2 4+ 5+ - 1


10
br a ery
v

description Abilities Magic


A unit of Hexwraiths has 5 or more models Ethereal: Ignore the weapon’s Rend when Death Wizards know the Summon
armed with glowing Spectral Scythes and making save rolls for this unit Hexwraith spell, in addition to any other
riding Skeletal Steeds that lash out at the spells they know.
enemy with their Hooves and Teeth. Spectral Hunters: After a unit of
Hexwraiths moves in the movement phase, Summon Hexwraiths
fly you can pick an enemy unit it moved Summon Hexwraiths has a casting value
Hexwraiths can fly. across. Roll a dice for each Hexwraith that of 6. If successfully cast, you can set up a
passed across it; for each roll of a 6, that unit of up to 5 Hexwraiths within 18" of
Hellwraith unit suffers a mortal wound. the caster and more than 9" away from
The leader of this unit is a Hellwraith. the enemy. The unit is added to your
A Hellwraith makes 3 attacks rather than 2 army, but cannot move in the following
with its Spectral Scythe. movement phase. If the casting roll was
11 or more, set up a unit of up to 10
Hexwraiths instead.

KEYWORDS DEATH, Malignant, Nighthaunt, HexwraithS

Black Coach
MOV E

10" MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


u n ds

7 4+
sav e

Cairn Wraith’s Reaper Scythe 1" 3 4+ 3+ -1 2


wo

Nightmares’ Hooves and Teeth 1" 4 4+ 4+ - 1


10
br a ery
v

description Evocation of Death: In your hero phase, Second Level: Unholy Vigour. The Black
A Black Coach is a single model. It is roll a dice for each Death Wizard from Coach has a Move of 14" instead of 10".
driven by a Cairn Wraith armed with a your army within 12" of this model. For
massive two-handed Reaper Scythe, and is each roll of 6, the Black Coach gains a Third Level: Witch-fire. You can add 1 to
pulled along by black-boned Nightmares level of power for the rest of the battle. all hit rolls for the Black Coach.
that lash out at the foe with their Hooves The levels are cumulative, and grant the
and Teeth. following abilities: Fourth Level: Howling Winds. The Black
Coach can fly.
Abilities First Level: Gleaming Scythes. After the
Reaped Like Corn: You can re-roll failed Black Coach makes a charge move, select Fifth Level: Nimbus of Darkness. The
hit rolls for a Reaper Scythe if the target an enemy unit within 1". That unit suffers Black Coach can attempt to unbind a spell
unit has 5 or more models. D3 mortal wounds. in each enemy hero phase as if it were
a wizard.

KEYWORDS DEATH, Malignant, Nighthaunt, Hero, Black Coach

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Terrorgheist
MOV E MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage
Death Shriek 10" 1 See below

u n ds

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


14 5+
sav e

Terrorgheist’s Skeletal Claws 2" 4+ 3+ -1 D3


wo


b
10 Terrorgheist’s Fanged Maw 3" 3 4+ 3+ -2 D6
r av ery
Ghoul King’s Gory Talons 1" 5 3+ 3+ -1 1

DAMAGE Table
Wounds Suffered Move Death Shriek Skeletal Claws
0-3 14" Three dice 4
4-6 12" Three dice 4
7-9 10" Two dice 3
10-12 8" Two dice 3
13+ 6" One dice 2

DESCRIPTION Grave Call


A Terrorgheist is a single model. It smashes Bound by Necromancy: A Terrorgheist The Ghoul King calls out to his
foes into the dirt with its Skeletal Claws heals a wound in each of your hero phases, cannibalistic kin lurking in the dark
and rips them in half with its Fanged Maw. or D3 wounds if it slew any enemy models corners of the battlefield. Grave Call has a
in the previous turn. casting value of 6. If successfully cast, you
Strigoi Ghoul King can add D6 models to every unit of Crypt
Some Terrorgheists are ridden by a Strigoi Infested: When a Terrorgheist is finally Ghouls within 9" (roll for each unit).
Ghoul King. These gain the Ghoul King’s destroyed, it explodes into a multitude of
Gory Talons attack and the Feast on Flesh bats that feast on those nearby. When this Death Wizards know the Summon
command ability. model is slain, inflict D3 mortal wounds Terrorgheist spell, in addition to any other
on each unit (friend or foe) within 3" of it spells they know.
Fly before removing the model.
Terrorgheists can fly. Summon terrorgheist
Magic Summon Terrorgheist has a casting value
ABILITIES A Strigoi Ghoul King mounted on a of 10. If successfully cast, you can set up a
Death Shriek: The terrifying shriek of Terrogheist is a wizard. He can attempt to Terrorgheist within 18" of the caster and
a Terrorgheist is enough to stop a man’s cast one spell in each of your hero phases, more than 9" away from the enemy. The
heart. When making a Death Shriek attack, and attempt to unbind one spell in each model is added to your army, but cannot
pick a target and roll a number of dice as enemy hero phase. He knows the Arcane move in the following movement phase.
shown in the damage table above. Add the Bolt, Mystic Shield and Grave Call spells.
scores together; if the total is higher than COMMAND ABILITY
that unit’s Bravery, it suffers a number of Feast on Flesh: If a Terrorgheist ridden by
mortal wounds equal to the difference. a Strigoi Ghoul King uses this ability, pick
a Flesh-eater unit within 18". That unit
can run and charge during this turn.

Terrorgheist

KEYWORDS DEATH, MONSTER, TERRORGHEIST

Strigoi Ghoul King on Terrorgheist

DEATH, TERRORGHEIST, Vampire, Flesh-Eater, MONSTER, Hero, Wizard,


KEYWORDS
Strigoi Ghoul King

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


Zombie Dragon
MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage
MOV E
Pestilential Breath 9" 1 4+ ✹ -1 D6
✹ MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage
u n ds

14 4+
sav e

Deathlance 1" 3 3+ 3+ -1 2
wo

Vampiric Sword 1" 4 3+ 3+ -1 D3


10
br a ery
v Zombie Dragon’s Maw 3" 2 4+ 3+ -2 D6
Zombie Dragon’s Sword-like Claws 2" ✹ 4+ 3+ -1 2

DAMAGE TABLE
Wounds Suffered Move Pestilential Breath Sword-like Claws
0-3 14" 2+ 6
4-6 12" 3+ 5
7-9 10" 4+ 4
10-12 8" 5+ 3
13+ 6" 6+ 2

description
A Zombie Dragon is a single model. It rips Deathlance Charge: The Damage for a yet another dice; it will suffer another
apart its foes with its Sword-like Claws and Deathlance is increased to 3 if the model mortal wound on a 4 or more. Keep
fanged Maw, and its Pestilential Breath can charged in the same turn. repeating this until either the model is
strip flesh from bone. slain or you fail to roll a 4 or more.
Ancient Shield: A model with an Ancient
Vampire Lord Shield has a Save of 3+. Death Wizards know the Summon
Some Zombie Dragons are ridden by a Zombie Dragon spell, in addition to any
Vampire Lord – these gain the Hunger Chalice of Blood: Once per battle, in other spells they know.
ability and the Dread Knight command your hero phase, a Vampire Lord with a
ability. Some Vampire Lords wield a Chalice of Blood can drink its contents and Summon Zombie Dragon
Deathlance for maximum damage on reinvigorate his undead flesh. When he Summon Zombie Dragon has a casting
the charge, whilst others slash their foes does so, this model heals D6 wounds. value of 10. If successfully cast, you can
with a Vampiric Sword. Many also carry set up a Zombie Dragon within 18" of
an Ancient Shield, and a few also bear a MAGIC the caster and more than 9" away from
Chalice of Blood. A Vampire Lord on Zombie Dragon is a the enemy. The model is added to your
wizard. He can attempt to cast 1 spell in army, but cannot move in the following
Fly each of your hero phases, and attempt to movement phase.
Zombie Dragons can fly. unbind 1 spell in each enemy hero phase.
He knows the Arcane Bolt, Mystic Shield COMMAND ABILITY
ABILITIES and Blood Boil spells. Dread Knight: If a Vampire Lord on
Pestilential Breath: Roll a dice when Zombie Dragon uses this ability, pick a
you attack with the Zombie Dragon’s Blood Boil Death unit within 15". Until your next
Pestilential Breath. If the roll is equal to The Vampire Lord utters a curse that hero phase, you can re-roll failed hit rolls
or less than the number of models in the causes his foe’s blood to boil in their for that unit.
target unit, the attack scores a hit without veins. Blood Boil has a casting value of 6.
needing to make a hit roll. If successfully cast, pick an enemy unit
within 18". That unit suffers a mortal
The Hunger: A Zombie Dragon ridden by wound. If a model was wounded, but not
a Vampire Lord heals a wound at the end slain by this spell, roll another dice: on a 4
of each combat phase in which it killed or more that model suffers another mortal
any models. wound. If the model is still not slain, roll

Zombie Dragon

KEYWORDS DEATH, MONSTER, ZOMBIE DRAGON

Vampire Lord on Zombie Dragon

KEYWORDS DEATH, Vampire, ZOMBIE DRAGON, Soulblight, MONSTER, Hero, Wizard, Vampire Lord

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


DEATHRATTLE
deathrattle horde
Organisation Abilities
A Deathrattle Horde consists of the Unbreaking Ranks: Deathrattle Hordes close ranks with a singular will, making
following units: it difficult for enemies to break through to attack their vulnerable flanks. You can
re‑roll save rolls of 1 for a unit in a Deathrattle Horde whilst it is within 6" of any
• 1 Wight King other unit from its battalion.
• 1 unit of Black Knights
• 1 unit of Grave Guard March of the Dead: Deathrattle Hordes are implacable in the advance. When
• 3 units of Skeleton Warriors a unit from a Deathrattle Horde runs, you can choose to move each model an
additional 4" instead of rolling to see how far they can move.

Flesh-eater
Charnel Pit Carrion
Organisation Abilities
A Charnel Pit Carrion battalion Lair of the Flesh-eaters: These creatures will fight furiously to defend their lair
consists of the following units: and the dead bodies on which they feast. After set-up is complete, you can pick one
piece of scenery to be a charnel pit. Models from a Charnel Pit Carrion battalion
• 1 Strigoi Ghoul King or Strigoi can make one extra attack with each of their melee weapons whilst their unit is
Ghoul King on Terrorgheist within 15" of this piece of scenery.
• 1 unit of Crypt Horrors
• 3 units of Crypt Ghouls Unnatural Vigour: Consuming the flesh of the dead prolongs the life of these foul
beings, making them all but impossible to kill. If a unit in a Charnel Pit Carrion
battalion wipes out an enemy unit in the combat phase, you can add 1 to all save
rolls for that unit for the rest of the battle (a unit can only benefit from this ability
once per battle).

Warhammer Age of Sigmar © Games Workshop Ltd. 2015


SUBSTITUTE WARSCROLLS
The following do not have warscrolls. Instead, use the substitute warscrolls below.

Unit Warscroll
Count Mannfred on Abyssal Terror . . . . . . . . . . . . . Vampire Lord on Abyssal Terror
Vampire Lord on Coven Throne. . . . . . . . . . . . . . . . . Coven Throne
Master Necromancer . . . . . . . . . . . . . . . . . . . . . . . . . . Necromancer
Master Necromancer on Abyssal Terror. . . . . . . . . . Arkhan the Black
Mannfred the Acolyte . . . . . . . . . . . . . . . . . . . . . . . . . Count Mannfred
Necromancer on Corpse Cart. . . . . . . . . . . . . . . . . . . Corpse Cart
Vampire. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Vampire Lord

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

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