Friday, October 31, 2014

Undead Legion Part 1

*Credit goes to Games Workshop, Black Library, people who did arts and videos ect. I own nothing.


The Undead Legion
Introduction

                With such short lifespans and violent lifestyles, the race of humanity has always been obsessed with the ever present threat of death. Humans are born, mature, and die in mere decades whereas other races measure their lifespan over centuries if not millennia. Worse they are frail, prone to sickness and possessed of violent , selfish compulsions. Just as with real life, the Humans of Warhammer have long sought to extend their lives, with the most ambition seeking to end the threat the of death over themselves completely, if not over others.
                The Undead Legion can be seen a culmination of that long, dangerous path to immortality. Led by the Great Necromancer Nagash, master of death, and ruled over by immortal nobility, the Undead Legion forms one of the most powerful forces of the setting. Yet though their fear of death has been mostly conquered, their desires of dominance, arrogance, and other dark impulses have taken precedence. As a result the minority rule over a mindless majority with an absolutism impossible to achieve with even the most complacent population in life. Hungry for more, Nagash seeks to spread his undead rule over the rest of the planet, until the silent planet only acknowledges one king- himself. Composed of the vast hordes of the bickering, scheming vampires along with the organized legions of the Tomb Kings- formerly his greatest foes- Nagash now has the power to carry such a dream out.
                The military of this hybrid force is primarily composed of massive hordes of undead skelatons, zombies and ghoulish cannibals. Spirits of the Damned and gigantic animated constructs serve a myriad of specialist roles, while necromancers and other magic users constantly replenish this force’s ranks with that of the enemy. At the top are scheming Vampires and wrathful Tomb Kings, superhumans by any standard!
“Om the other hand, this wasn't necessarily the end of everything. Felix had fought the undead before and survived. He knew he was more than a match for any ten of them, and Gotrek was more than a match for a hundred. Still his stomach sank and his mouth went dry just looking at their lifeless, upturned eyes. And it wasn't just the dread of something dead returning to a travesty of life that chilled his blood, though that was horrible enough. It was the sheer, mindless inevitability of them. They were like ants, or water. A raindrop or a single ant was no threat. He could flick them away without effort. But a million ants, or a flood of water, those would find cracks in any wall, would spill over any barrier, would pull a man down and drown him in sheer numbers.

That was the true horror of the walking dead. They couldn't be reasoned with, couldn't be panicked into running away, couldn't be bought off or convinced to change allegiances. They were an unnatural force, as relentless as time or tides, and like time and tides, they would eventually wear you down, as mountains were worn down into hills and dead cattle were slowly stripped to the bone by thousands of tiny jaws.”- Gotrek and Felix: Zombie Slayer
LORES OF MAGIC

In Warhammer all magic comes from one source; the Winds of Chaos, which themselves come from the great Realm of Chaos. Just as it is with 40k and the Warp all spells and lores below should be considered subcategories of one single magical source.
Below are the many different lores available to the Undead Legion. Some are general, such as the Lore of Death; others very specific, such as that of Vampires.  It should be noted that, unlike 40k magic spells, these do not always automatically bypass armor unless otherwise noted, and effectiveness will always be modified by that. However all magical attacks and conjurations are considered of magical prowess, capable of affecting immaterial ghosts and demons, and of a particularly higher plain of effect than the physically mundane.

All spells are listed in order from weakest and most basic to the strongest, which usually requires master wizards to successfully cast. Or in the case of a weaker more ambitiously impatient wizard, more magical power to be available. Just like Warhammer 40k, this list should not be taken as an all-inclusive nor exhaustive; there are literally tens of thousands of spells in Warhammer’s existence.
Most Lores of Magic practiced by any race will have weak, but easily learned and well known spells known as ‘signature spells’. They are so common that practically every wizard learning the lore knows them. Other spells are more unique in taste and use, and it is unlikely and rare to find two wizards in the same army group to know the same spell. As few are detailed a lot of new the magic of individual lores can be considered by archtype as they share standard rules and archtypes. For example the Lore of Vampires  is mostly about increasing or maintaining the size of the Undead Horde, as well as having death spells, while Lore of Shadow is about sometimes fatal misdirection.

Magic in Warhammer is low-inclusion but powerful. This means that most low-end spells in Warhammer can affect a half or a dozen at once, with medium power one’s going in affecting dozens and the rare (but not ultra-rare) high end affecting even hundreds at once(or more)! This number listing, of course, applies to necromancy, where necromancer forces often raise and mantain armies of thousands over their career.  The specific numbers given below are their official stats in game, but the amount affected can be higher (or weaker) in lore.  However this comes at a cost, as magic in Warhammer is both harder to control then other fictions and there are comparably fewer mages. Even for battles where one side has many tens of thousands, it is rare to see more than a dozen mages in a force.

The increased strength and power of each spell makes it harder to cast, requiring a greater collection from the Winds of Magic pertaining to that particular lore for its use, though the more skilled a wizard is, the easier they can absorb and safely cast the spells. Skill levels vary from the new and relatively inept Necroamncers (many of them) to powerful Vampire Lords and Liche Priests. Personal stamina does factor into the amount these wizards can cast too, and they will find themselves increasingly drained the more they cast . Potent spells will exhaust them  very quickly and mages can usually only maintain one spell at a time. Dangers with using spells are common and many a mage, even skilled ones, are wounded or killed by magical misfires that may come from mispronouncing a word, giving the wrong gesture ect. 

Note on Necromancer Power Levels: Though many necromancers never manage to become anything more then acolytes over their career those that rise can raise and maintain thousands or even tens of thousand of undead over their career (with the most powerful achieving that number all at once, rather then cumulative)! Many necromancers start out with simple zombies, as it is easier to maintain the recently diseased, however as a Necromancer's skill increases  they can increasingly bring back ancient dead, even up to thousands of years back! In fact one of the best Necromancers, Arkhan, had his legions melted down into dust, stored into a huge urn, and then recalled hundreds of years later into a instant strike force (this is a extremely high end example though).  The more a undead necromancer raises however, the more he must dedicate his energies to maintaining the army and less focus on spells. That said, necromancers often travel together in armies so some can dedicate their strength on the enemy. In addition Vampires are said to be potent enough in the ways of the undeath that they can naturally dominate the dead, and control them with minimal hardship while multitasking.  
LORE OF LIGHT
Hysh is the Wind of Light, and associated with the Lore of Shadows. Its abstract intangible, abstract  and all-permeating, making its lore one of the most difficult to master. It requires the total determination of mind and will in order to channel to a spell. The lore is attracted to forms of light such as candles, lanterns, true hearts, and harmonious chanting and ritual. Thanks to its purity, it is harmful to the very existence of Undead and Daemons, and will do greater damage to them than anything else. This does not stop, however, Liche Priests from using the lore.  
-Shem’s Burning Gaze: Bolts of cleaning energy fly from the Wizard's hands, searing evil wherever they strike.Has a range of 300 meters and can functions as a magical missile, burning those it strikes. With greater effort the wizard can increase the potency of the light missile to even burn monsters and increase the range to 1 kilometer.
-Phâ's Protection :The Wizard calls upon the beneficient Guardian of Light to protect his allies from harm. Vast on a single unit within 50 meters, or, with increased magical effort, all units within the same range, this spell makes it harder for those protected to be hit.
-The Speed of Light: Light knows no burden of flesh, and nor do those that receive its blessing. Boosts the target unit’s skill at arms and reaction speed to legendary measures (faster than even a vampire) while the spell lasts. Can be cast on a single unit in fifty meters or, with additional effort, all units within 50 meters.
-Light of Battle: Reaching into the Wind of Hysh, the Wizard draws forth ennobling energies to steady faint hearts. Essentially it stops units from fleeing and gives them near flawless willpower when in effect. Can be cast on a friendly unit in 50 meters or all of them in 50 meters. However as the Undead do not feel fear, this probably won’t be used often by them.
- Net of Amyntok : The legendary Net of Mayntok was rumored to have been woven to hold the Great Deceiver itself. It functions as a magical snare on any unit within 300 meters( 1 kilometer with more magical effort) causing them to struggle to move, fight, or shoot. Those that can’t overpower it get crushed beneath the magical net.
-Banishment: The purest light can destroy anything untainted by darkness. With a range of 300 meters or 1 kilometer (with increased power) this spell can destroy the existence of the targeted enemy unit, with the potency increasing the more light wizard are nearby.
"‘The Wind of Hysh repels you!’ shouted Jovi Sunscryer, standing on the riding plate of the Luminark and gesturing fiercely at the strange apparitions. The skies flashed white, and two of the wraiths were obliterated by lances of energy that darted from the gloom.
A second later a latticed net of light flickered into existence in front of the remaining wraiths. They galloped right into it and were held fast in the air, the strange magical trap curling around them as it threw dancing shadows everywhere. The fell creatures screamed curses in a language that Bernhardt did not understand, though the wizards were shouting louder and louder in a repetitive chant that sounded suspiciously similar.
There was a chime of glass as Khalep swung the apparatus around, releasing a searing blast that burned straight into the trapped wraiths. When Bernhardt blinked away his shock, the figures were no longer there, and the echoes of their dismayed shrieks were fading away to nothing." - Sigmar's Blood, illustration of previous two spells 

-Birona’s Timewarp: The Wizard infuses his allies with Light Magic, freeing them from the passage of time and speeding their actions. Thanks to time manipulation it allows them to move and attack much faster and get more off. Can affect one unit in 50 meters or, with increased magical effort, all in 50 meters.
- LORE OF NEHEKARA 

"The magic of Nehekhara's Liche Priests is based on long, monotonous enchantments that connect the mortal world to the world beyond. The wording of these arcane spells has been recorded on dusted papyri, written in the mysterious hieroglyphs of Nehekhara's ancient language. These incantations, uttered in rituals unchanged for uncountable millennia, cannot reach the peaks of sheer power achieved by their perverted versions that are the necromatic spells taught by the heretical Nagash to his disciples. On the other hand they are far more reliable and, when relentlessly intoned in unison by several of the unliving Liche Priests, they are almost unstoppable." Like other undead lores, when cast on friendly units this can help restore undead units to life. In current lore Nagash serves as a facilitator of Nehekaran magic, courtesy of his devouring of Usirian and his forced placement on the Nehekaran panthenon, so he allows this magic for his servents. 

"Over half of the unliving warriors were strewn across the ground, decapitated or dismembered. Though their attack had slowed, and seven of their number lay dead or writhing in pain amongst the fallen enemy, the Norse held the upper hand.
Kurt swept his sword low, severing both legs of an enemy warrior at the knees, tumbling it into the dust.
Raising his blade for another strike, he paused. His sixth sense detected a magical presence, an arcane energy that leeched up from the ground. The fiery eyes of the undead blazed more brightly for a moment and, to Kurt's horror, those that had fallen began to stir. Torn limbs knitted themselves to severed joints, gaping wounds closed over seeping black blood. The warriors of Nephythys pulled themselves to their feet, clutching for discarded weapons, pulling battered shields from the sand."- The Blades of Chaos
Khsar’s Incantation of the Desert Wing : Harnessing the power of Khsar, god of the desert winds, the Liche Priest summons forth a sandstorm that engulfs the undying warriors of Nehekara and carries them across the battlefield while protecting them from harm.Can be cast on all unengaged unit within 50 meters or, with increased magical effort, all within 300 meters. Allows for quick tactical redeployment.
Djaf’s Incantation of Cursed Blades: As the Liche Priest utters this ancient mantra, he imbues the weapons of the Nehekharan warriors with the essence of Djaf, the jackal-headed god of the dead, who hungers for the souls of the living above all things.This makes the targeted units blows super powerful, killing many foes out of hand. Those whose blows are already excellent just become even more powerful. Can be cast on any unit within 50 meters, or, with increased magical effort, 300 meters.
Neru’s Incantation of Protection :As the Liche Priest intones this blessing, his foes find their sword strokes mysteroiusly turned aside as Neru, wife of Ptra and goddes of protection, reaches out tho shield Nehekhara's warriors from the evils of the night. Can be cast on any single unit within 50 meters of the caster or, with increased magical effort, all units within the same area. Essentially while it lasts it makes it extremely difficult for these untis to be hurt with mundane weapons, and magically enchanted or particularly powerful weapons are needed to break this ward.
 “Then came the thunder of hooves, and several squadrons of light horsemen charged out of the haze towards the line of archers. The cavalrymen wielded compact horn-bows of their own, and the Khemri warriors unleashed a ragged volley as they bore down on the bowmen. Arrows sped back and forth across the killing ground. Horses and men went down in a spray of dirt and rock, but the bowmen of the Bronze Host shrugged off the enemy fire. Protected by the invocations of their holy priests, most of the Khemri arrows broke or glanced harmlessly from their bare skin.”
Pta’s Incantation of Righteous Smiting : As the verses of this incantations are spoken, a fierce light emanates from the empty eye sockets of the  Nehekharan Undead as the power of Ptra infuses these warriors with the speed and fury to smite their foes. Essentially everyone gets a speed boost- archers fire faster, melee fighters attack faster ect. Can be cast on all Nehekaran units in 50 meters or, with increased magical effort, all units in 300 meters.

Uisiran's (now Nagash's)  Incantation of Vengeance: Skeletal hands burst from beneath the surface to drag those above into a grave as the Liche Priest invokes the names of Usirian. Has a range of 100 meters or, with greater magical effort, 500 meters. Essentially the targeted enemy unit must constantly fight to even move and will struggle to do anything while this spell is under effect. Some will die as the hands succeed in pulling them into the earth. 

Usekhp's Incantation of Desiccation : As the Liche Priest intones the curse of desiccation, every syllable strips the moisture from his victims' bodies, sapping their vitality. Has a range of 300 meters and cast on a single unit, with the longer its cast the weaker that unit will be (until they become even weaker then zombies!) .

Sakhmet's Incantation of the Skullstorm:A whirlwind of skulls tears across the battlefield, devouring everything in its path in the name of the goddess Sakhmet.With an average diameter of 12 meters, more likely than not the soldiers in the path of the storm are eaten. Tough,durable foes are needed to survive.

Miscellaneous spells:
“Ahmet ben Izzedein knelt before the bowl and began to chant the Invocation of the Raging Wind. Drawing his knife, he added his own blood to the bowl, and then drew up a fistful of sand and blew it in a hissing spray across the surface of the crimson pool.
At once, the desert wind stirred around the assembled warriors, raising a pall of stinging sand into the air. By the time they had leapt into the saddles of their graceful steeds the whirlwind was raging around them. Their war shouts were lost amid Khsar’s hungry roar, but their bone horns cut like blades through the noise and sent the raiders sweeping over the dunes and racing across the rocky plain towards the enemy army.
The living warriors of Nagash’s host saw the hissing cloud sweeping down upon them and knew what it portended. They leapt, fearfully, to their feet, reaching for their weapons or the reins of frightened horses. Trumpets blared in alarm, and the warriors of the Living City responded as swiftly as their exhausted bodies would allow. Within minutes, ragged bands of heavy cavalry were racing headlong into the storm, while spear companies formed up amid the decaying bodies of their kinsmen and prepared to receive the enemy charge.
Of all the gods, Khsar the Faceless was the least inclined towards humankind, and honoured the great covenant grudgingly at best. His gifts were often two-edged, and his worshippers called upon him only when they must. The raging storm called up by the Hierophant ben Izzedein lashed at both friend and foe, concealing the battle between the raiders and the cavalry in a hissing, knife-edged maelstrom. Riders literally crashed together out of the murk, striking at one another with a handful of frenzied blows, before pulling apart and disappearing once again. The screams of the dying were torn apart by the hungry wind, and the bodies of the dead were reduced to scoured bones within moments.”- Nagash the Sorceror



"Djubti gave a hoarse curse and raised his staff. A string of croaking syllables slipped from his desiccated lips, and as Felix watched in horrified fascination, the skulls of those warriors already fallen rose into the air with a communal shriek. The skulls were drawn towards the liche-priest and they swirled about him, as if he were the eye of a maelstrom.
With a sharp gesture, Djubti sent the whirling storm of skulls spinning towards the enemy galley. The warriors crossing the boarding planks were caught and torn to shreds by the chattering cloud of skulls, and their own skulls joined the storm as it swept across the galley. The galley heaved as the skulls tore through wood and metal and bone. Djubti clenched his hand and the storm rose up, the skulls swirling faster and faster. They shattered the masts of the galley and tore the sails to shreds. Bodies were caught in their wake and drawn up into the swirling vortex. Then, with a cutting gesture, Djubti let the spell fade. A rain of cracked and broken skulls thudded to the deck of the enemy galley, and nothing moved upon it."- The Serpent Queen

LORE OF SHADOW
Ulgu is the grey wind of magic, and is associated with the Lore of Shadows. Ulgu is a mysterious wind, which spreads disorientation and confusion amongst those it touches. It is spoken of as a thick grey fog, and it is drawn to still lowlands and waterways where natural mists gather at dawn. Deception, mystery, and illusions also instinctively draw this wind. Ulgu invokes the sensation of being lost, or perplexed by something that you can’t quite put your finger on. The Shifting Isles off the coast of Ulthran are shrouded with the power of Ulgu, and provide an impenetrable maze to protect the isle from invaders.

Its wizards are masters of illusions. Their spells have minor teleportation woven within them, and they can switch places with characters nearby, up to 100 meters nearby, after a spell is cast.

-Melkoth’s Mystifying Miasma: This spell conjures up a mystical numbing fog enemies to foolishly wander about and stumble. Used on any unit within 1 kilometer (meaning it can be used on artillery) this drastically reduces the accuracy and skill of that unit’s range as well as makes their movement and actions clumsy and uncoordinated.

-Steed of Shadows: Conjures a single flying shadow drake that can pick up a beleaguered friendly character or the wizard himself and extends their movement to have flight characteristics.

-Enfeebling Foe: Deceived by the Grey Wizard’s magic, the enemies burdens become literally heavy, sapping the strength of a enemy unit. Can be done on any unit within 100 meters or, through increased casting, 500 meters.

-The Withering: This spell reaches into the minds of the foe, instilling feelings of doubt and weaknesses. The mental weakness makes them more vulnerable to the enemy on the physical realm. Can be cast on a enemy unit anywhere over 300 meters or, with more casting power, 500.

-The Penumbral Pendulum: A ghostly razor-edged pendulum swings above the wizard. At a command it swings straight for the enemy and upon release bounces like a ghostly cannonball. Enemies that don’t move out of the way quick, and are unlucky to get hit by the bounce, die unless super durable. This bounce has a max range of 500 meters or, if the wizard puts a lot of power into the cast, 3 kilometers!

-Pit of Shades: The Shadow wizard opens up a vortex to the infamous pit of shadows, swallowing up any that don’t get out of the way quick enough. Those that fall in a realm of infinite shadow and the wailing of those that lie beyond. At its base the vortex is 10 meters wide, though with greater casting it be 20 meters.

 -Okkam's Mindrazor :The Wizard summons phanstamal weapons for his allies that shred the folds of consiousness and reason. Victims of these midrazor believe themselves slain, and so they die. Essentially makes it so physical durability is near useless and instead mental durability- i.e. refusing to accept death or believing themselves not dead- matters more.  Can be targeted on any unit within 100 meters or, with increased magical effort, 500 meters. 




LORE OF DEATH

Shyish is the purple wind of magic, and is associated with the Lore of Death. The power of Shyish comes from the ending of things, the slow decline of the soul, and the certainty and terrible awe of death that all sentient creatures must face at some point. Shyish tells us that even though physical form must inevitably come to an end, creation is permanent, and there exist forces larger than our mortal selves that deserve respect and even reverence. Shyish is drawn to places where death must be faced, or where things are brought to an end. It blows strongly around battlefields, lingers around gallows and courts of justice, and hangs in the mournful silence around fresh graves. It is said to be strongest around times of obvious transition, when one state ends and another begins. Dawn and dusk are the most obvious examples of this, but also spring and autumn, and the equinoxes that mark the beginning of the end for winter and summer.

It is because of their ability to gain from slaughtering the enemy that wizards of the Lore of Death can sometimes “re-charge” their Winds of Magic, utilizing their expended life force for energy, allowing them to summon greater spells or cast more.

-Spirit Leech: The caster chooses a single enemy character (1) and tries to drain his soul. The success depends on enemy overall willpower, with the greatly willful capable of fighting it off entirely. Has a range of 50 meters normally, that can be via more energy extended to 300 meters.

-Aspect of the Dreadknight: The wizard targets a friendly unit within 300 meters and surrounds them with a invisible aura of horror, making enemies scared to fight them. The wizard can upgrade this power to make them even more horrifying, so that only the bravest would consider tangling with them.

-The Caress of Laniph: Laniph was a Arabian sorceress known for both her capriciousness and passions that haven’t stopped after death. In casting this spell the wizard calls her back from the spirit world and sics her on a single enemy character. While she might just caress him she has a chance of trying to forcibly drag him back to the spirit world. Should the enemy not be strong enough to fight her off, she’ll succeed. Has range of 50 meters or can be enhanced to 300.

-Soulbright: Harnessing the sickly power of death, the conjurer hexes a enemy unit and weakens his will to live. This correlates into being slightly weaker and less durable in combat. Can be cast on any unit within 300 meters or, with additional prowess, cast on all units within 300 meters.


-Doom and Darkness: With this terrible spell, the wizard has spirits of the departed assail a enemy unit, sapping its willpower. This makes it easier and more likely to rout, along with its willingness to follow orders. Has a range of 300 meters that can be upgraded to a range of about one kilometer.

-Fate of Bjuna: This odd little spell conjures the fate of the warrior of Bjuna, a powerful warrior infamous for never smiling. He then laughed so hard his sides burst, perishing that way. This spell targets a single enemy character and causes him to laugh uncontrollably, with the potential of his sides literally bursting from the strain. Should he survive he still has giggling fits the rest of the battle, and thus won’t be totally mentally competent.

-The Purple Sun of Xerus: The lore of death’s most powerful spell, this conjures a colossal orb of purple edged darkness over the battlefield.With a diameter of 9 meters, it will then start to roll in a direction directed by the caster. Any that fail to get out of the way die immediately. How far it moves is a bit random, but many dozens of meters easily. The wizard can, through increased casting, upgrade its diameter to 20 meters!

However this power comes with a drawback, for death can be incredibly fickle. Should the wizard mess up the cast the giant purple orb will always still appear, but directly on top of him! It will then roll in a random direction for a couple dozen meters,  killing those allies nearby (for wizards are usually near the back of enemy armies).


DARK MAGIC LORES

Lore of the Vampires and the Lore of the Undeath both are forms of Dark Magic. Dark and High Magic can be considered the combination of many “colors” of magic into one consistent force. However while High Magic is done through finesse and care Dark Magic is done through force and will. There is little filter for the harmful energies of Chaos Magic and it is for that reason this magic is perhaps the most dangerous to master. It coalesces in the dark places of the world- graveyards, battlefields and dens of sin.
“The necromancer straightened, gauging the acolytes’ approach. To his mind, they seemed ponderous and slow, stumbling haltingly across the wet ground towards him. When they were halfway to him, he raised his dagger skyward and reached out with his will.
Slay them!
Blinded by eagerness and lashing curtains of rain, the acolytes did not register the figures rising up from the dark ground until they’d charged in among them. The skeletons reared up with disturbing speed, rain coursing from their age-darkened bones, and closed in on the barbarians from all sides. Obsidian blades flashed, severing limbs and spilling entrails. Bony hands grabbed at the acolytes, dragging them to the ground by their robes or by their hair. Leering skulls closed in, jaws snapping, their eye sockets alight with green flame. In moments, the acolytes’ bloodthirsty shouts had turned to confused and agonised screams, punctuated by the clang and clatter of blades as the survivors rallied and fought for their lives.
It took several long seconds for the priests to grasp what was happening, and when they did their response was potent but poorly coordinated. Nagash felt a ragged volley of invocations from across the field as the priests tried to seize control of his warriors. Here and there one of the skeletons stumbled beneath the onslaught, and the acolytes lashed out at them, smashing several to pieces. The barbarians took heart, sensing that the tide of battle was about to turn – and then Nagash raised his left fist skyward and hissed a dreadful invocation of his own.
An ominous rumble echoed through the clouds overhead, followed by stuttering flashes of lightning. Moments later, the priests were stunned by a single arc of burning, green light that plunged to earth and struck the barrow mound between them with a sputtering hiss. Another glowing mote fell from the bruised clouds, then another, and then there was a clap of thunder and a shower of burning hail the size of sling stones plunged down upon priests and acolytes both.
Men fell dead with their skulls dashed in or their necks broken. Others shrieked in agony as their robes burst into greenish flames that the rain could not quench. The priests scattered under the onslaught, running in every direction to escape the attack, and the sight of their panic unnerved the beleaguered acolytes, who tried to break free from the clutches of the undead and escape into the darkness. Many were cut down as they tried to flee, or were dragged to the ground by claw-like hands and torn apart. The last thing the survivors heard as they fled for their lives was the sound of soulless, mocking laughter riding the howling wind.
The skeletons made no effort to pursue the fleeing barbarians. Heedless of the sizzling hail, those undead warriors with no weapons of their own began plucking weapons from the bodies of the dead, while the warlord and his skeletal retinue went about killing the wounded that had been left behind. Perhaps a third of their number had been destroyed in the fighting, their bones scattered across the smouldering ground.
The losses mattered little to Nagash. Close to forty-five dead barbarians littered the battleground, some still burning as the magical fire consumed their flesh. They would more than make up for the numbers he had lost.
Grinning cruelly, Nagash returned his attention to the ritual circle. His army had only just begun to grow.”- Nagash the Sorceror

LORE OF THE VAMPIRES

Lore-wise both Necromancers and Vampires can use this lore however the Necromancer must use corpses to shield himself or else s/he will slowly turn into a wraith. Vampries however can utilize the lore freely with very little to risk to him or herself. As a inherent trait for this lore  the powers of Dark Magic utilized for necromancy allows  its unwholesome energies animate and invigorate the Undead. This means that whenever the caster successfully casts a spell, he regenerates.

-Invocation of Nehek: The caster intones the dread syllables of Nagash, breathing unlife into cadavers sown across the battlefield. Any undead unit caught in the spell’s range will see its members regenerate and reknit their wounds, and while it does not totally replenish the destroyed caught in battle (particularly those hacked to pieces) it is very potent in keeping undead regiments “alive” longer. Ethereal, Vampyric and Massive units of the Vampires can also regenerate with this spell, though its effect is lessened on them. Siege weapons made of bone can be remade with this spell. This spell normally has a range of 25 meters, though can be upgraded (with additional magical effort) to 50 or even 100 meters.

Vanhel’s Dense Macrabe: This spell causes the undead to jerk forwards on the attack with tireless and unnatural speed.  It will cause undead who are unengaged with the enemy to charge forwards with the speed of horses and those engaged in combat to attack much faster. Can be cast on a single unit within 100 meters or, with additional magical energy, all units within 100 meters
“Nagash reached out across the camp, summoning every one of his surviving warriors. Then he uttered a powerful incantation, increasing the vigour of the warriors in front of him threefold. They surged forwards, into the Forsaken line, their weapons moving almost in a blur. The sudden push caught the northmen by surprise. Several of them fell, slain outright or bleeding to death from mortal wounds. The rest, including their warlord, found themselves on the defensive. It wouldn’t last for long, Nagash knew, but it would give him the time he needed to deal with the witches.”-Nagash the Sorcerer
“Behind them, Renar continued to rage and curse. The necromancer could see that the pickets he had seized control over would never catch the fleeing knights. Exerting more of his dark power, he forced the lumbering zombies into a magically-charged run, driving them to greater and greater effort. Some of the most rotten of the sentries collapsed as their decayed bodies broke from the strain, wormy legs snapping, brittle bones cracking, bloated organs ripping through desiccated skin. But enough of the zombies were whole enough to withstand the sorcerous punishment.” –The Red Duke
Hellish Vigour: The caster invigorates the creatures under his control, who attack the foe with new-found speed and ferocity. Makes them far more formidable in combat.  Can be used on a single undead unit in 100 meters, or, with additional effort, all of them in the same range.

Gaze of Nagash: Bolts of Dark Magic leap from the caster 's eyes, withering flesh and blackening the bone beneath. Has a range of 300 meters though can be upgraded to a full kilometer. See quote beneath for description of how it was used against the Tomb Kings though do note those with flesh may well have died sooner.
“When the moving wall of chariots was less than 200 lengths of their skeletal horses from Nagash, the Great Necromancer unleashed a withering beam from out of the hollow sockets of his eyes. The bones of those that bore the brunt of its rays immediately began to blacken, so that by the time the chariots were 100 lengths away, those affected were reduced to a walking pace- the skeletons of the crew and steeds slowly disintegrating, simply falling away with each step. By the time the chariots were in fifty lengths they had wasted way to less than nothing. "
-End Times Nagash, Chapter 5. He used this spell to kill at the least a couple dozen chariots, though didn’t manage to destroy the whole force.

Raise Dead: One skilled in the art of necromancy can awaken mortal remains to reinforce the Undead legions under his control. This spell can allow the caster to summon up units of zombies or, with additional effort, skeleton warriors. Has a range of 100 meters.
Curse of Years: The Wizard spits out an ancient curse and his enemies age at an incredible rate, hair turning white and skin shriveling.This potent spell can doom entire units, though individuals in that unit can age at different rates or some (lucky few) don’t age at all! Has a range of 100 meters and ignores all armor.
Curse of Years: The Wizard spits out an ancient curse and his enemies age at an incredible rate, hair turning white and skin shriveling.This potent spell can doom entire units, though individuals in that unit can age at different rates or some (lucky few) don’t age at all! Has a range of 100 meters and ignores all armor.
“With a horde of ratmen clamouring to reach him, fighting over one another, Mannfred raised his fist to his lips and opened his fingers. He blew once, sharply, sending a thick plume of smoke out over the fat-bellied ratmen. The stench of death clung to the living, fed on their fur, as dissolution set in wherever the smoke touched, the smell growing ever more sickening as the fur, hide and flesh rotted from their bones. They fell at his feet.

It was a cruel death, but the cloud dissipated before it could claim more than a third of the rodents. Their cries were wretched as they writhed on the ground. The vampire relished them. “- Vampire Wars, Retribution
“He raised the rune axe over his head for the final blow to the neck, but on the dais behind him, Kemmler thrust forwards with his staff and the skull that topped it opened its mouth, puking out a stream of roiling black energy.
Gotrek grunted and went rigid as the darkness struck him in the back, his grin turning into a rictus grimace as every muscle in his body tensed. Felix stared. It was a rare thing to see the Slayer affected by magic at all, let alone paralysed by it, but as shocking as that was, that wasn't all it was doing to him. As Felix watched, the lines in the Slayer's face deepened, and his cheeks grew gaunt. His body was growing leaner as well, every detail of his muscles and veins standing out from his skin as if he had been flayed.
Nor was he the only one affected by the spell. The flesh of Felix's fingers was shrinking and his knuckle bones poked through his tightening skin like tent poles.
Max and the twins were the same. Max's silver hair was turning white at the roots, and the magister and the father were ageing before Felix's eyes, their spells and invocations weakening and flickering out. Kemmler's withering blast was pressing them all into the grave--a hand like that of time itself, crushing them with the weight 214
of years--while more and more zombies broke through Marwalt's ward and shuffled into the room.
The Slayer turned, inch by straining inch, as if frozen in ice, and raised his rune axe in a shaking hand, but he couldn't turn fast enough. He was weakening with every half-step. He would never be able to reach the necromancer before the spell turned him into a walking skeleton.

Felix struggled to his feet, as weak as a broken reed, and drew his dagger, but as he raised it to throw at Kemmler, something flashed down from above and stuck in Kemmler's shoulder.” -Zombieslayer
Wind of(Un)Death:
The Wizard calls forth spectral winds that howl through the ranks of the foe, tearing their souls from their bodies. The lore of vampire’s most powerful spell, this conjures a moving mini-maelstrom of purple edged darkness over the battlefield. With a diameter of 9 meters, it will then start to roll in a direction directed by the caster. Any that fail to get out of the way  (or are powerful enough to resist) die immediately. How far it moves is a bit random, but many dozens of meters easily. The wizard can, through increased casting, upgrade its diameter to 20 meters! 
"“Taking a deep breath, Neferata filled her undead lungs before exhaling a howling blast of deathwind. Enclosed by the piled rubble, the street was like a trench, channeling the mystic gale straight down the marching columns of troops, allowing none of its deadly impact to dissipate. Such was the dark power of the spell that hundreds of skeleton warriors who were trapped screamed in anguish, as their souls were torn from their corporal forms a second time”.- End Times, Nagash


It should be noted that in older lore this spell also existed as the Wind of Undeath which, though conjuring a weaker maelstorm, would allow the vampire to pull souls from the slain to create Spirit Hosts.

"Irritated by the sudden flush of need, he shoved past his bodyguards and thrust his gangly arms forward as if stabbing the air. It responded, thickening and curling around his gesturing fingers. He motioned towards the line of skaven and suddenly, the cavern echoed with the moan of spectral winds.
Cold and cacophonous, the air rushed across the dips and gullies of the cavern and washed across the skaven. Even as it did so, strange shapes seemed to gain shape and form within the roll and weft of the wind and they struck, grasping the skaven and tearing at them like phantasmal beasts. Everywhere the wind touched, skaven died, collapsing like grisly puppets that had just had their strings cut. And as they fell, wisps of something rose from their bodies to join the howling wind, adding to the spectral ranks that were now, like some deep-sea tick, freshly infused with blood, fully visible to the horrified eyes of the survivors.
The spectral host spread like the water from an emptied bucket, splashing over more and more of the skaven, ripping whatever vile essence passed for their souls from their bodies and adding them to its own ghostly ranks. Skaven died in droves, toppling in heaps and piles, the ghastly vapour rising from their twitching corpses. W’soran stepped forward, grinning happily. ‘That’s more like it,’ he said. The spirits of the dead swirled about him like leaves caught on the wind, and their moans caressed his ears like the sweetest music.' - Master of Death
LORE OF THE UNDEATH

As death magic spreads throughout the world and the power of Nagash rises, the restless dead forsake the grave. Every  single Wizard can harness the Lore of Undeath, drawing Zombies, Skeletons and worse to the battlefield. The faction in question does not matter, and even those that abhor necromancy, from High Elves to Chaos, can use this lore in at least an emergency fashion (though obviously, the forces of Nagash will be more inclined to use it). It’s a self-sustaining lore in that each time a full unit is resurrected the power of Undeath in the world temporarily increases, allowing the necromancer of this scenario to sum mon a few excess units (so if a Necromancer summoned a couple dozen zombies, the excess necromantic magic would bring up an addition 3-4 more than otherwise).

Ryze: Drawing forth the dark energy coursing the land, the caster sends tendrils of power seeping into the ground in search of long dead bodies to answer his summons. This spell can allow the summoning of such creatures as zombies and skeleton warriors,  dire wolves or, with increased effort, even elites like black guards (wights) .
“It was time. The necromancer tossed the bag aside and stepped into the centre of the circle. He felt each tiny tremor of energy in the web he’d created – a net of sorcerous power that he merely had to speak the proper phrases and draw tight over the plain.
Nagash looked out across the open ground. Skeletal figures waited in the darkness, silent and patient as death itself; the hetman stood among them, his rune-sword glinting balefully.
Clenching his fists, Nagash threw back his head and began to chant, spitting the arcane words into the sky. The arcane symbols within the ritual circle blazed with light, and the bruised clouds recoiled overhead, receding in every direction as the power of the necromancer’s invocation spread in a great wave across the barrow plain.
Power flowed in a torrent from Nagash’s body, racing across the fields and sinking like claws into the hundreds of barrow mounds. The energies sought out every corpse, burrowing into rotting flesh and yellowing bones and stirring up the ghosts of old memories buried within. The spell was attuned to the worst passions of the human soul: anger, violence, jealousy and hate, and it lent those memories a semblance of life.
Bodies trembled. Limbs twitched. Dead hands clenched, scattering dust from decayed joints. Pitiless flames burned in the depths of old, dead eyes.
Nagash felt them stir, hundreds of them, caught within the strands of his sorcerous web. Ragged lips pulled back in a triumphant snarl. ‘Come forth!’ he shouted into the tumult. ‘Your master commands it!’
Sealed up in their earthen barrows, the dead heard Nagash’s command, and they obeyed.
Hands clawed at muddy earth, or tore at wooden boards. The earthen surfaces of the barrow mounds rippled and heaved. Flashes of lightning silhouetted the stark outlines of skeletal figures dragging themselves free from their graves.
Silent figures shambled out of the stormy night, drawn by Nagash’s command. When the southern barrows had been emptied, and a horde of more than a thousand skeletons stood at his back, the Undying King stepped from the glowing circle and ordered his army to advance.”- Nagash the Sorcerer

Morkhan - Breath of Darkness: The wizard draws tendrils of the Wind of Death into a dark fog that restores the undead and fills them with unholy vigor. Targets any undead unit within a hundred feet of the caster and that unit will regains lost units and those units become more formidable to damage. . For example it was this spell that helped the Undead weather volleys of longbow and trechubet in the siege of La Masontail Abbey, greatly reducing causalities. Has range of 50 meters.

Sulekhim- The Hand of Dust:  Grasping hold of his foe, the wizard pours forth the decaying power of ages, desiccating armor, flesh and bone, and reducing his victim to dust in a heartbeat. Can only be done in close combat and, if successful, all that stolen life force can be used to boost the next spell cast.
“Eltharion lunged with a roar worthy of his slain mount. Arkhan released his captive and spun. Eltharion slammed into him, his hands closing about the liche’s bony neck. Arkhan glared at the elf. ‘Release me, warrior.’ Eltharion slammed him back against the cauldron as if to snap the liche in two. ‘Very well. I have no more time for mercy.’
Arkhan’s hands snapped up and caught the elf’s wrists. Instantly, a cloud of rust billowed up from Eltharion’s vambraces. As Mannfred watched, the entropic curse consumed him. It rippled across metal and flesh with equal aplomb, warping and cracking armour as it withered flesh. The elf’s hair turned white and brittle, and his flesh took on the consistency of parchment, but he did not release his hold on Arkhan. To the last, his gaze held the liche’s.
Then, with barely a sigh, Eltharion the Grim, Warden of Tor Yvresse, burst apart in a cloud of dust.” – End Times: Return of Nagash

Khizaar- The Soul Stealer: The Wizard tears souls from his victim’s bodies before breathing unlife into their sundered corpses. Can be used on any unit within 50 meters, with morale and leadership being the modifier. The weaker the unit’s morale and leadership, the more this spell kills and any that are killed can be used as fuel for further necromantic attacks.

Razkhar- the Abyssal Swarm: The wind binds the bones of predatory creatures with dark magic, drawing them from their grave. This spell can be used to summon bat swarms, dire wolves, carrion vultures or locust swarms.

Kandorak – the Harbinger: The greatest practitioners of the Dark Arts can summon forth the most fearsome champions and creatures of the undeath.  This can be a Cairn Wraith, Tomb Herald, Necrotect or Necromancer. With additional power the caster can summon a monster (such as a Necolith Colossus), chariot or war machine (like a shrieking skull catapult).

Arkar’anan – the Dark Riders: At the Wizard’s command the ground opens up to reveal a portal through which long dead knights ride forth to do battle. This may include Tomb King Skeletal Horsmen or Black Knights. 
“Ululating Asoborn war horns signalled the advance, and the infantry moved forward, moving at a brisk trot to cover the ground between the two armies. Freya led the advance, her chariot thundering towards the serried ranks of the dead with hundreds more behind her. The hard ground threw up no dust with their passage, and the entire army witnessed the horror of what happened next.
Before Freya’s horn blew to signal the turn, Khaled al-Muntasir aimed his sword at the earth before the charging chariots. The hard ground cracked and split as hundreds upon hundreds of dry, fleshless corpses clawed their way to the world above, dust and earth spilling from their empty skulls and opened jaws. Unable to stop or turn, the chariots slammed into them with a tremendous crash of dried bone and wood.
Asoborn chariots were never meant to be run straight into the enemy, but raced along the front of a foe’s formation. Archers would loose arrows into the faces of the enemy at point-blank range, and spear bearers would hurl heavy, iron-tipped shafts into the warriors pressing in from behind. To run a chariot straight into the foe would certainly kill a great many of the enemy, but would, more often than not, destroy the chariot and kill the riders and horses.
The chariots came apart in a screaming bray of pain, both animal and human. Most simply shattered in the impact, but some overturned, crushing their crews and breaking the horses’ legs. The queen’s chariot vanished in a crash of shattered timber, broken apart by the violence of the impact. Hundreds more were destroyed in explosions of splintering timber, hurling their crews to the ground or breaking them beneath the wheels of those behind them. Only the quickest crews were able to avoid the catastrophic collision of dead bodies and screaming horses, but in doing so they bled off the speed that kept them safe.
Grasping skeletons clawed their way onto the chariots, attacking with broken swords or cudgels salvaged from the vast swathe of wreckage left by the destruction of the chariots. Khaled al-Muntasir swept his sword up and hundreds of rotten-fleshed wolves burst from the ranks of the dead warriors at the river. They fell upon the struggling Asoborns with dreadful hunger, jaws tearing open throats and claws raking warm flesh from the bone.
The warriors blocking the river crossing marched forward in dreadful unison, each bony footfall crashing down at the same time as they fell upon those the wolves hadn’t yet killed. Swords and spears stabbed and slashed with mechanical precision, and the entangled Asoborns were cut down without mercy.
(....)
“Aldred and Laredus turned and ran towards the gates of the citadel, but they had covered barely half the distance when the ground trembled. Glittering particles swirled in hundreds of miniature whirlwinds, dust devils that spun and twisted like living things of spectral light. They gathered form and solidity until hundreds of translucent figures stood between them and the citadel, a lambent host of ancient men and women with eyes of pale white and mouths stretched open in soundless screams.
The blood froze in Aldred’s veins.
An army of the dead behind them and a host of hungry ghosts ahead of them.
They were trapped.”

“- Heldenhammer, Legend of Sigmar

End Times Magic
The End Times have come and with it Chaos in a much more powerful incarnation. The Magic of the End Times have been ripped from the Great Vortex that once stabilized it, resulting in the world being saturated with greater amounts of magical energy. Though this magic is far beyond the majority of magic users to utilize, those who have mastered the lores can deploy wholly unique spells of ultimate battlefield potency. 

It should be noted that End Times Magic is not synonymous with Storms of Magic; as discussed later, these magic events represent breaks in reality that saturate the world with far more Chaos energy then exists on the planet now. 

Summon Arcane Fulcrum: A magical fulcrum is a arcane conduit that inherently draws magic towards it, making it very powerful for the one who controls it. Though it can only be occupied by one at a time the sheer amount of magic surrounding the building gives the one who controls it magical protection in the form of a force-field that keeps most everything but artillery, magic, and exceptionally powerful foes out. As the fulcrum usually rises way above ground its difficult to assail by ground forces, too. That said the effect of any miscast on the fulcrum is magnified to terrible proportions. 

As of the End Times, level 3-4 wizards (masters essentially, most wizards 1-2) can summon a fulcrum into existence. 

The Spells the Undead Legion can use as a result of End Times Magic are below:


Malediction of Nagash(Lore of Undeath)  : At the Necromancer’s command, his enemies feel the looming shadow of undeath fall across them, sapping their strength and endurance. Targets all enemy units in 300 meters, making them weaker in those two areas. Lasts until the caster casts another spell. 

The Army of Doom Keep (Lore of the Vampires): Long ago, a powerful Elf mage imprisoned a large Wight force and their keep in the Realm of Chaos. When the Winds of Magic howl and the forces of the undeath have mastery, its servents can summon portions of their powerful army on the field, gaining Wight Kings and Grave Guards. 

The Return of the Golden Age (Lore of Nekehara) : The Liche Priest focuses his incantations and restores to the army strength and vigor that they might have enjoyed alive. This powerful spell makes the entire Tomb King army on the field boosting their physical strength, skill at arms and reaction times by various degrees (the actual Tomb Kings get the largest boosts, while basic skeleton warriors only get a small boost. Note this spell does not apply to constructs.

Bridge of Shadows (Lore of Shadow): At the wizard’s command, a bridge of shadow and spite whisks a friendly unit across the battlefield. With a range of the wizard’s line of sight, this can be used to remove a friendly unit that is suffering in combat behind friendly lines to safety or potentially re-position another unit in a place disadvantageous to the enemy. Its only limits are line of sight and the fact that the unit cannot be teleported onto impassible terrain or already existing units.

Ashes and Dust (Lore of Death): A choking dust cloud (around 20 meters diameter) emerges from the wizard’s finger tips before being unleashed on the enemy. Though the cloud itself can be resisted easily enough by those with sufficient strength, it can travel many dozens of meters before dissipating. As always if miscast this spell appears directly on top of the casting wizard before flowing into friendly troops.

Enlightenment (Lore of Light): The Light Wizard uses the Lore of Light to strength the righteous and banish the unrighteous.  As the Lore of the Light separates between Order and Destruction forces, and Nagash’s horde is almost entirely composed of destruction, they don’t get any buffs. The destruction part targets enemies and banishes them whose will is too low to resist. 



STORM OF MAGIC


When the Winds blow at a tempest far beyond their normal parameters they form massive storms or even hurricanes of energy. Inside these storms reality is warped on every level; inanimate objects come alive, time flows differently and the daemonic presence reaches a all time high. These are the Storms of Magic or sometimes known as the Storm of Chaos, and their onset can define epochs and spell the doom of entire civilizations. In comparison to End Times Magic, which is always there and latent, Storm of Magic is a rare and cataclysmic 

It is inside these giant storms that all Winds of Magic output, normally limited, is super-charged. Mages can unleash truly army destroying spells, unleash fantastic monsters, or even summon hordes of minions from Beyond. Each and every time a Storm of Magic has been unleashed it has signified a major event  from the death of Nekehara to the rebirth of Nagash.

Storms of Chaos are normally fickle things, occurring usually only after great magical expenditures (not always) and lasting anywhere from days to a couple seconds. The Undead Legions generally do not have the techniques to extend or create Storms that the Legions of Chaos have(though Nagash created one at least once) , and thus they can be considered very rare for this profile. When they occur however, they shall be powerful weapons (and perhaps danger!) for those who can utilize them, so long as its remembered that daemons are naturally attracted to these warpstorms.

MAGIC IN THE STORM OF MAGIC

When the Storms of Magic get rolling, they offer a greater quantity of magic to harness just from the outset. In addition at times one of the various Winds of Magic, or a subset, holds dominance over the others, making it easier to cast spells of that type and for less cost of magic. For example if the Wind of Aqshy holds dominant then Level 3 wizards might reasonably expect to be able to call upon those firestorms that previously only Level 4’s could.
Before Storm of Magic specific spells can be discussed, it is important to mention arcane fulcrums, for they are essential to understanding what follows. These fulcrums can be either magical or otherwise important buildings in the vicinity. Sometimes too, when none are available, they are summoned randomly into existence, appearing with no particular pattern throughout the battlefield. These fulcrums are key to successfully controlling the Winds of Magic enough to permit massively powerful spells that can be divided into three categories; presence, equilibrium, and dominance.
Presence can be cast as soon as just one arcane fulcrum is captured and be kept so long as one is head. Equilibrium spells refer to a situation where the Winds are evenly contested; unlocking some new spells to attempt to shake control. Dominance spells are only unlocked when the faction has clear control over the Winds of Magic, being capable of using it all or most of it on an opponent. These are the most devastating spells and can truly remove whole chunks from the enemy. Of course those who have unlocked dominance spells can cast all the others before it. Which is beneficial, as those Dominance is the hardest state to achieve, as all the enemy has to do is hold-but not use- fulcrums to deny this advantage. That said, with the ability of 

The price of messing up spells can be extreme. The arcane fulcrum can explode, killing the wizard and his allies nearby, it can create a 300 meter aura of darkness that prevents the wizard and his allies (or enemies trapped within) from seeing anything, cause spontaneous transformation or temporal displacement. This transformation may make it so all wizards using the Winds of Magic on the battlefield turn into frogs temporarily or that the miscasting wizard turns into a ferocious monster, stopping him from using any magic but giving that side a monster to use! Temporal displacement includes randomly switching the location of fulcrums (and the wizard occupying it) around the battlefield, even temporarily removing all of them and redistributing them! Sometimes magic bursts free from its creator to be used potentially by the enemy.


PRESENCE

Ribauld’s Retroactive Illusion (Lore of Shadow): A shadow wizard of sufficient guile can stretch his illusions into the past, deceiving the enemy long before battle. Cast anywhere within 300 meters. Essentially this odd description means that the wizard can choose to place like a small forest or stream suddenly in front of a portion the enemy troops to slow them down and likely cause aiming problems. It cannot be anything impassible however, like a mountain or lake.

The Choking Foe (Lore of Death): Purple energy oozes from the wizard’s eyes, ears, nose and mouth to form a suffocating mass that flows over an enemy unit. Can be cast on any funit within a kilometer and can only be resisted through strong willpower. Failing that and the unit will ultimately suffocate to death.
Djedra's Incantation of the Eternal Dead(Lore of Nekehara) : The Liche Priest stirs the spirits of the land, inciting them in violent deeds against the living . This boosts the power of Liche Priest resurrection abilities, allowing Liche Priests to more easily replenish losses.

Equilibrium

Time Amok (Lore of Light) : The Wizard reach into the tapestry of fate, altering the flow of time to suit his allies need. Essentially this creates a brief time warp around allies but not enemies, allowing them an extra chance to hit in melee or fire at range.  So essentially if musketeers can fire two volleys in a minute, they will get three.


DOMINANCE

Assault on Stone (Lore of Light): Connecting his will with the dormant strands of Light Magic, the wizard reshapes the battlefield to his desires, crushing those unfortunate enough to be caught in the way of progress.  Essentially it drops a small hill on a unit within 300 meters . If they fail to move out of the way in time, its crushed.

The Dance of Despair (Lore of Shadow): The Shadow Wizard’s most potent spell, it targets all enemy units on the battlefield. When casting the wizard produces a string-less fiddle and haunting dirge that takes all sense of hope and urgency from his enemies’ minds. This has has the effect of making all units lackluster in melee and ranged combat, reaction time and morale to bare minimum. Only the death of the wizard, the dispelling of the magic, or a miscast can stop this spell once in place.

Crystal Maze (Lore of Death): The wizard reaches into the magical realms, drawing forth a portion of that great crystal labyrinth of legend to bind an enemy unit. Sometimes these units manage to escape immediately, sometimes it takes them a long time, and sometimes they are stuck forever in that maze.
Lore of Undeath
Though the Lore of Undeath has no set Storm of Magic spell, it should be noted that in Storm of Magic situations it can be used to raise thousands or even tens of thousands of minions at once! This was done first by Nagash with Nekehaa when the Tomb Kings were raised (though after many exhaustive days of ritual) and then by Vlad a couple times, including recently in the defense of Altdorf, where he used the magic of the daemon-spawned storm combined with a power boost by Nagash and his own potent sorcery to raise essentially everyone who ever lived in that city. 
“The Vampire Count stood upon the highest point of the castle, the mountain’s teeth rising into the moonlight behind him like ghostly fangs.
‘Hear me!’ he called out into the darkness. ‘Obey me!’
And he began to recite the incantation. Even as the first words left his mouth the heavens above split with a mighty crack and the first fat drops of rain began to fall. The ravens exploded from their nests, cawing frantically as they circled, a seething mass of black wings. From nothing rose a storm so violent it ripped and tore at the roof slates of Drakenhof and sent the loose ones spinning into the night to shatter on impact as they fell from the sky. Posner stood implacably in the midst of the driving rain. Beside him Isabella’s expression was one of delicious expectancy. Vlad’s obsessive chant was caught and ripped away into the night by the rising wind, the impact of his words carried to the farthest corners of Sylvania. Driven, he plunged on, calling out to the vilest forces in the universe, demanding they bend to his will.
Ganz raised his head to stare at the man he revered. The winds howling around the battlements rose to gale force. Sheets of rain pounded the mountainside. Amid the eye of the storm the Vampire Count threw back his head and bellowed another command from Nagash’s damned book. The words meant nothing to Ganz. The wind tore at von Carstein’s clothes and hair, buffeting and battering him. He read on, caught up in the sheer power of the incantation, his words tripping over themselves in their eagerness to be free of his mouth. Thunder crashed. A spear of brilliant white lightning split the night.
The transformation of Vlad von Carstein was highlighted in another jag of lightning; in the space of a few gut-wrenching syllables his face elongated and hardened into the bestial mask of the vampire, the contours of his brow sharpened, a feral snarl curling his lips, baring long canine incisors. The Vampire Count threw his head back against the wind, demanding the dead rise and do his bidding.
‘Come to me! Rise! Walk again my children! Rise! Rise! Rise!’
And across the land the dead heard his call and stirred.


Bodies so long underground the flesh had been stripped by maggots and worms clawed and scratched at the confines of their coffins, chipping and splintering their skeletal fingers as they tore through first the cloth shroud and then the coffin lid. In their mass graves, newly dead plague victims sighed and shuddered as the agony of life returned to their revived corpses, the sickness that had stolen their lives, eaten away at their flesh and stilled their heart not enough to deny the call of the Vampire Count. In secluded corners of the province, forgotten by all but the murderers who left them there, the dirt of the unconsecrated graves hidden in forests and fields and roadside ditches rippled and churned as their restless residents gave themselves to a slow painful rebirth.” 

"The effect was immediate. All across the city, from the burning tenements to the moss-strangled walls of the Imperial Palace, the slime-covered soils started to shift. Just as at Wurtbad, at Kemperbad, and at every other staging-post along the great rivers, Vlad’s command of the Wind of Shyish was total. Whatever lingering power of faith that had existed over Altdorf had long been shattered by the Leechlord’s spells, and so the very fabric of Chaos came to the vampire’s aid.
The first to lift themselves were those slain in the night’s fighting. Cadavers rose from the mud, shaking off the wounds that had ended them and lurching instinctively towards the unwary servants of the plague-god. Huge piles of the dead had been dragged together before the two occupied gates, all of which suddenly began to twitch and stir.
The newly-killed were soon joined by those who had been in the cold earth for far longer. Forgotten graveyards trembled and shifted, their soils broken by dozens of clawed hands. With a sigh of ghostly half-breath, a new army arose amid the terror of the plague-rain, unaffected by fear and undaunted by the driving torrents of pus. They locked blank eyes onto the daemons, and marched towards them. All but the weakest of the aethyr-born were able to dispatch them easily, but the numbers soon rose, clogging the already claustrophobic streets with gangs of silent, eerily calm fighters.
Altdorf had been settled since the time of Sigmar, and had roots going back to the very dawn of human civilisation. With every passing moment, older warriors emerged from the slurry underfoot, tunnelling up from deep catacombs beneath lost chapels and warrior-temples. Armour that had not been seen for generations was exposed again to the uncertain light, and long-lost sigils of fallen houses were illuminated by the ravening flames.
Last of all, dredged up from the river itself, came the first inhabitants of the old Reik homesteads, the tribesmen who had marched with Sigmar himself as he forged his empire in blood. They crawled out of the stinking muds of the viscous waters, clutching onto the chains that still hung across the great wharfs. They emerged into the open, grim-faced, shaggy with stiff beards and long hair, their arms marked with bronze rings and their weapons beaten from iron. Unlike the later generations that had been raised, these looked as hale and strong as they had in life, save for the dull lack of awareness in their faces. They did not gaze in amazement at the enormous structures around them, despite their last living view of the city as a tiny fortress of wooden walls and stockades. All they had retained from their former existence was a primordial hatred of the enemies of mankind, and they raised their blades against the daemons without a moment’s hesitation. The blades that had once been borne alongside the living god retained more potency against the daemonic than any others, and soon the fighting was joined all along the riverbanks. Implacable undead took on the foul denizens of the Other Realm in bloodless, bitter combat."- Fall of Altdorf 

===LINE INFANTRY===
Zombies

Mobility: 2
Training: 0
Max Range: Grabbing
Preferred Range: Teeth
"“Noxious fumes filled the tunnels, choking cloying fumes that sapped the air from around the dead. It was a pity for the rats that the dead had no need of anything as prosaic as air. The battle was joined with a clash of bone and fur on rusty blades. A sleek black-furred ratman swung the ball joint of a human leg embedded with a razor of saw-toothed bone into shambling zombie. The bone stuck in rancid flesh. Shrieking, the skaven warrior tore his makeshift weapon free of his dead foe and slammed it again and again into the dead man’s rotten face. The bone razor made an ungodly mess, slicing through nose and cheek, opening an impossibly wide smile of flapping skin. Then the dead fell on the rat man and the shrieking turned to terrified screams as the zombie’s chipped and broken finger bones clawed into its eyes and pulled at its skull, until it had opened the ratman’s head and was feasting on the mulch of brain beneath.”-Retribution,Vampire Wars
Of classic Romero fame, Zombies are one of the most common units raised to fight for the vampire counts.  They can be described as upright, rotting corpses, with wounds evident to all, which is now somehow animated and possessed with an insatiable hunger for the living. To acquire that feast they will pursue the living ( or whoever their controlling necromancers direct them to) to the ends of the earth, continuing blindly as their limbs fall off, they are assaulted ceaselessly by the elements, and their bodies are proliferated with all sorts of wounds. Only decapitation or the destruction of the brain can destroy them.
Zombies are easily created and just as importantly easily modified by accompanying necromancers. Those that lose arms see them replaced with spiked or rusted railings, broken backs are hammered into solidity with nails or planks, and hacked off fingers are replaced with spikes or arrowheads.  The enemy dead will quickly be raised, even in battle, as zombies, and indeed almost all recently dead are created as this.
Individually there are few trained foes that would have difficulty (re)killing such a corpse. Zombies are slow, stupid, and predictable in their movements, with only durability proving to be a real challenge. However  Necromancers and Vampires raise the bodies of the recently diseased en masse, and for that reason they usually appear in great hordes on the battlefield. Where individually a skilled warrior could destroy one with contemptuous ease against a horde s/he will be pulled down by countless rotting hands, to be slowly and gruesomely torn apart by the ravenous undead. Zombies are tireless while their enemies (usually) are not, and for that reason a favorite tactic of the Vampire Counts it to assault enemy elite units with hordes of zombies, exhausting them for whatever elite unit the vampire count sends next.
Offensive: Hands and teeth. A few might wave around weapons haphazardly, while others have weapons affixed to them by necromancers.  Their greatest strength is numbers however, and hordes of them can bring down and lowly pull even superhuman enemies apart.. In addition these zombies take on the characteristics of the species they are resurrected from, with Elf-zombies having faster reaction time, Dwarf-zombies being really tough ect. 
Defensive: Their brain must be destroyed to put the Zombie down.  Other wounds, barring much dismemberment, only slow them down.Fire will take them down, but take a while.  Plagues nd other thing noxious have no effect, even some of the most powerful plagues in existence.
“After what seemed an eternity, the enemy appeared to finally notice the plague monks. First a few, then several dozen of the stink-things turned around to stare with glazed eyes at the fallow field. It took the creatures almost a minute to react to the approaching enemy, but when they finally did it was with chilling purposefulness. The stink-things advanced in a shambling mass towards the creeping skaven.
As the foe began to emerge from the graveyard, Vrask rose to his feet and snarled a command to his green-robed fanatics. The plague monks rose from the earth, the foremost of them bearing massive poles of brass and bronze, a metal ball suspended from the tip by a length of chain. Chittering their heretical psalms, the ratmen tore away the thick folds of cloth bundled about the cage-like orbs. With the covering removed, noxious fumes billowed from inside each censer as strips of plague-ridden meat slowly dissolved beneath a coating of acid.
Even from a distance, Skrittar could sense the deadly properties of those pestilential fumes. He could see the exposed arms of the plague monks shedding fur, could smell their naked skin blistering in the caustic clouds. Corrosion dripped down the metal poles and from the spiked frames of the censer balls. Nothing living could withstand such a lethal admixture!
Skrittar’s thrill of triumph faded as the plague monks charged into the slowly advancing zombies. Swinging their censers like enormous flails, the skaven fanned the fumes full into the faces of the stink-things. Flesh peeled and blistered, the foul sores and buboes of the Black Plague spread across enemy skin. It was a hideous, magnificent sight! But that magnificence soon transformed into horror. The ghastly damage the censers visited upon the stink-things, the corrosive disease that should have slaughtered an entire city of humans, did little more than slow the creatures down. The odd bit, an arm here, an ear there, dropped away when the flesh binding it to the body became too corroded to restrain it, but the loss scarcely phased the stink-things. With monotonous, steady tread, the undead closed upon Vrask’s disciples.
The Black Plague, that much touted super-weapon of Clan Pestilens’ had failed! For an instant, Skrittar wondered if the plague priest had tried to trick him, to fob off some fraudulent strain of pox as the infamous Death, but a single sniff of the abject horror in Vrask’s scent told him otherwise. Vrask was genuinely shocked at the plague’s ineffectiveness. He stood in the field, watching as the stink-things advanced towards his disciples and began to drag them down one after another, rending them with rotten hands and smashing them down with rusty spades. His shock was such that only when his disciples began to flee past him did Vrask’s instinctual self-preservation kick in. –Blighted Winter
===ADDITIONAL FACTORS===
Some Texts show them to be somewhat more common than skeletons, courtesy of bodies of the recently slain are closer to the surface and thus easier to locate then skeletons.

Skeleton Warriors

Mobility: 2
Training: 2-3 (can recall faint memories from battles past)
Max Range: Spear
Preferred Range: Melee

The world in which the Vampire Counts inhabit is full of countless battles and battlefields, many of which are older than recorded history. Some of these great battlefields hold souls, faint and usually undetectable, among the skeletons that lie deep in the earth, with the spirits trapped in that location and denied an afterlife.  When a necromancer comes along these bitter spirits are ready and eager for a chance to unleash their anger at such a fate.
Skeleton Warriors have only very faint memories of the past and what thoughts they have are instead dominated by compulsion to obey the absolute whims of their masters, for necromancy can only return a faint semblance of their spirt.  They are (like zombies) fearless and unbreakable, and will march into the most hellish conditions imaginable without any problems. Any cohesion problems that might exist within the ranks are erased, as Imperial marches side by side with Elves, Northmen, and Dwarves without issue.
Skeletons are animated by dark magic and can be destroyed by disrupting that flow. Though they can still manage to survive the destruction of limbs decapitation, the destruction of the spine or an extremely heavy blow will send the skeleton pieces flying. That said skeletons are cognizant enough to block if able (unlike zombies) and often appear in such great hordes that it becomes difficult to focus on any single individual.

LOADOUT
Offensive: Swords, spears , axes ect are among the most common. Sometimes rarer weapons might exist depending on who they were in life. Though throwing weapons aren't common, on at least one occasion they were able to use throwing spears. 
Defense: Skeleton durability in that they can take arrows and other such projectiles with greater ease then a man, but weapons hitting bones will destroy the dark magic binding them. Some might also be wearing rusted armor from their previous lives that provides a modicum of protection.
===ADDITINOAL FACTORS==
Skeletons might have musicians or bannermen, the former playing a haunting, spectral melody. Rarely the latter might carry a magical banner.

Crypt Ghouls

Training: 1
Mobility: 4
Max Range: Melee
Preferred Range: Melee
Crypt Ghouls are not ghouls at all, but rather mutated and repulsive humans that, for some reason or another, have turned to cannibalism not as an emergency, but for primary substance. At first it was the tribesmen of the Far South who, in trying to be like Nagash, consumed the flesh of their own dead to win his approval. Later it became anyone who delved into cannibalism for whatever reason and feasted on the dark magic inherent in many corpses of the slain, becoming addicted to it. Many of these cannibals haunt tombs and catacombs of the Old World, preying on lone wanderers and recently diseased alike. Hence the name.
When a Necromancer or Vampire encounters them they can usually dominate their weak minds with the promise of Dark Magic and force them into obedience, using them in great groups as troops for their armies. There they are deployed as troops, sometimes front line ones, to horrify and assault the enemy. However Crypt Ghouls are cowards who retreat many times when possible and must often be forced back into combat by their masters.  Furthermore, Crypt Ghouls are not intelligent by any means and must be directed by their masters, being famously ill-disciplined.
Nevertheless the Crypt Ghoul is a potent foe in battle, as years of hard living and feasting on unholy flesh has given them a thick hide that can shrug off minor wounds, as well as the durability to live through blows that would kill many of the (healthy) living humans. Their long claws and teeth contain grave filth, rotting meat, and terrible infections, so that living foes attacked by them often die soon after.

LOADOUT
Offensive: A few have primitive implements like bone-knives or spears. However their most known weapon is their toxic claws and teeth.
"‘No!’ cried one of the Forsaken to Nagash’s right. He was an older man, with streaks of grey in his beard, and a barrel-like body clad in bronze and leather armour. He stepped forward, shaking his fist at Bragadh first, then at Nagash. ‘We are true men, not slaves!’ he said. He turned to face Nagash, his expression savage. ‘I would sooner choose death than to betray my god and serve the likes of you!’
Nagash regarded the old village leader for a moment. ‘As you wish,’ he said.
At once, the Yaghur were upon him. Sleek, misshapen figures burst from the passageway, racing past their master and leaping on the man. Their bodies were hunched, naked and hairless, covered in layers of dried blood and filth, and they propelled themselves across the packed earth floor using all four limbs, like mad, bloodthirsty apes.
A baying chorus of terrible, ululating howls filled the great hall as they seized the old man in their clawed hands and dragged him off his feet. Jagged, rotting teeth sank into the barbarian’s face and neck. He tried to struggle, screaming in terror and pain, but the creatures held him fast. Flesh tore like rotting cloth; hot blood sprayed through the air, and the man’s screams became a choking death-rattle. The Yaghur tore at the man’s body with their claws, ripping apart his armour to get to the warm meat beneath. Their howls transformed into slobbering, chewing sounds as the monsters began to feast."-Nagash the Sorceror 
Defensive: Though wearing only a loin cloth, their hide is physically tougher than a humans. In some pieces of ancient lore the Strigoi used to force armor onto them.
Tomb King Legions

Mobility: 4
Training/Experience: 3-4
Max Range: 300 meters
Preferred Range: Melee or arrow range.

In the golden age of Nehekara, the Kings of that great land had vast armies that would span the horizon. With these legions of high disciplined warriors, they carved out an empire that spanned from the edge of Lizardman territory in the southlands up into the regions of the old world that would eventually become the Realm of Sigmar. When the Kings died, they had their legions buried alongside them in full gear, ready to serve their immortal king in the next life time.
When the Skeleton warriors awoke, they did not remember anything from their past lives other than their utter devotion to their liege, and the combat skills drilled into them in life from years of warfare and training. Thus, skeleton warriors combine the best of the undead and the living. They maintain all the fighting prowess they had in life, while also being utterly obedient and fearless. At the slightest gesture from their King, entire formations turn as one, slaughtering the enemy with a combination of machine like precision and mortal skill.
Meanwhile Skeleton Archers harry the enemy from afar with arrows in such quantity that they are said to block out the sun. Like the Skelaton Warrior the archers are utterly methodical in the application of warfare, and remember little except their countless years of archery practice. They suffer from no fatigue, unlike real archers, and will fire until completely out of ammunition, travelling hundreds of miles to pursue down the enemy if necessary.
Together the Skelation Warrior and Archer, though archaic, form the main composition of the Tomb King force. Even though their armory and defense is still bronze the Tomb King Legions have carried on campaigns to every corner of the world, even in the hellish Chaos Wastes.  Between unrelenting legions of warriors who do not break even when pressed by monstorous foes, and archers unleashing enormous quantities of firepower, it is little wonder that even foes well beyond the Tomb King’s technological abilities continues to lose to them.
“A shadow fell over him. Not that of a vampire. Detached, rendered numb by the nearness of death, he looked up, expecting to see the cowled and cloaked shape of Morr, the god of death, come to collect him at last. Instead, he saw a different sort of death.
Arrows, hundreds of them, fell in a graceful arc, descending with a communal whistle that split the air more effectively than any rumble of thunder. Felix closed his eyes. The vampires crouched over him screamed and thrashed as they were perforated by multiple arrows. Felix’s eyes sprang open as he realised that death had, for the moment, passed him by yet again.
He sat up, and saw that most of the vampires were down, arrows sticking from them. Some had been struck so many times that they resembled overlarge hedgehogs rather than blood-drinking monsters.”- Gotrek and Felix: Tomb of the Serpent Queen

==LOADOUT==


Offensive: Most Skeleton warriors wield spears and shields, which are used mainly in phalanx formation. Others wield maces, khopeshes, swords, axes and other weapons common throughout Nehekara.
Skelaton Archers bear the Arrows of Asaph: Each arrow is blessed by Asaph, the goddess of vengeance and magic. Arrows twist in midair to better hit the enemy, aiming for weak spots in armor or getting through light cover. They also have a emergency hand weapon (Khopesh, dagger ect) in case they are totally unable to avoid melee.
“The tomb king turned his crowned skeletal head towards his skeleton archers. Raising his golden-edged sword, he signaled them to lose their arrows skyward. Before the first cloud of arrows had descended into the ranks of the orcs and goblins, a second volley was airborne. King Phar watched in satisfaction as arrows that appeared to be sailing over the heads of the enemy twisted in mid-flight, careening down into the centre of the greenskins formations. Hundreds fell with the first volley, followed by more seconds later.”

Defensive: Many Warriors carry a shield of rusted  bronze for protection and a few may wear light light armor such as worn leather or reptile hide.  Skelaton archers have no armor and must keep enemies at range.
===Additional Factors===

Skelaton Warriors and Archers, if they succeed in battle, will always ensure that the slain pieces of their fellows are brought back to the tombs where they may be healed. They also come equipped with musicians and standard bearers. Unlike with the Vampire Counts, who can easily replenish skeletons by simply animating them from the environment, Tomb King Legions are composed of only those that were Nehekaran in life. 

Line Breakers

Crypt Horror

Mobility: 6
Training: 4-5
Max Range: Smash!
Preferred Range: Smash
Crypt Horrors are considered an abomination even to the Vampire Counts, for it takes a truly horrible ritual to create them.  To do so a Vampire- usually a Strigoi- must open up their vein and allow a lowly crypt ghoul to drink from it. This is something vampires are extremely reluctant to do with all but their most promising followers, much less a unit they view as filth. Nevertheless a few Ghoul Kings encourage the practice for there are tangible rewards.
The Crypt Horror mutates into something several times larger and stronger than a cowardly, weak ghoul, being now able to go toe to toe with an Ogre in a wrestling contest and win. Magical wards that deflect the living or undead do not work on the Crypt Horror , being sufficient only enough to piss it off and smash them. As this is often cemetery wards the Vampire can then resurrect the dead with impunity. Finally their regeneration factor is increased to a near insane point, being almost akin to trollish in a sense.
Crypt Horrors are used as shock troops by their ghoul king commanders, able to smash through enemy lines with makeshift tombstones , cemetery railings, or the various protrusions that emerge from their body. Like regular ghouls, their infected claws are something to be truly feared.
Offensive: Makeshift tombstones, cemetery railings, other large objects. Their claws are poisonous to kill a horse.
Defensive: Increased durability and potent regeneration means it can be very hard to put one down. This, combined with their somewhat-undead nature, means dismemberment, fire or decapitation are the best bets. Rarely one might be bolted into armor as shown by Master of Death. 
Grave Guard

Mobility: 3
Training: 5
Max range: Melee
Preferred Range: Melee
Grave Guards or Wights are the elite of the skeleton regiments, rightly feared among the Dwarf, Elf and Human nations. These skeleton warriors have existed for centuries, eternally read and prepared to serve their undead masters. Many are warriors thousands of years old and are clad in ancient alloy, some of which predates even Sigmar!


Grave Guards are Wights, which are rare skelatons that have managed to retain their souls. In Warhammer Fantasy, this event is because, 90% of the time, their souls were bound to their bodies via magic and ritual as they died, for otherwise their souls travel to the warp to either be dispersed or else consumed by daemons/gods. Its extraordinarily rare for a necromancer to find a daemon that has the skeleton’s soul, much less wrestle for control of it (Nagash is the only known individual who has done so. See Krell). 

Thanks to multiple layers of protection and inherent, skeleton durable they can be considered tanks on the battlefield. Arrows, crossbows and guns will rarely take them down, and indeed in one tale they withstood Wood Elven expert archery quite handily, even when blows were taken to unprotected regions like the eyeholes. Only by calling upon Tree-Kin were the Wood Elves able to prevail then…and the necromancer in charge quickly resurrected them a little while later.
Their weaponry is supposedly magically enchanted for maximum damage and can hit ethereal targets. Little Wonder the Vampires  have them as bodyguards of both their persons and their property.
Offensive: Swords, axes and the like. Might also carry halberds, great axes ect. Older texts and novels gave them Wight Blades, which is a special weapon that counts as a magical blade . It ignores armor and is cursed to drain life from foes. Very few survive its touch. 
"Wight blades flickered through the air, slicing through armour and sinking into flesh. The blades froze the blood and silenced the hearts of those they touched; Nagash watched ratmen stagger beneath the blows, their last breaths billowing in jets of glittering vapour as they fell."- Nagash the Immortal
Defensive: Heavy armor, shields and natural skeleton durability. The text describes them as weathering barrages from Wood Elves with minimal losses.
===Additional Factors ===
Like Skelaton Warriors they have musicians, bannermen, and with the possibility of carrying a magical banner.
Vargheists

Mobility: 7 (flying)
Training: 5
Max Range: Claws
Preferred Range: ^^
Varghesits were once vampires, serving as the elites of society and carrying an arrogant disdain of human chattel, believing themselves far above their petty concerns. Now they have devolved into bloodthirsty monsters, a pale shadow of what they once were. These winged creatures lurk around the battlefield in packs, waiting to pounce on enemy weak points and tear a hole in the enemy lines if able.
This transformation, unlike the Varghul, is deliberate and unwanted on part of the owner. What happens is a Vampire Lord- Von Carsteins being an example- will lock up a member of their family that has fallen out of favor in a deep catacomb, entombing them without any access to blood. Over time these vampires grow insane, for although they do not need to breathe they do need blood to keep their intelligence. They begin to transform, becoming a more powerful beast that- eventually- breaks out of their catacombs, now much stronger. The moment they drink blood the transformation is sealed.
"Von Korden called out a warning as three massive, winged figures fell out of the misted skies and screeched towards the Myrmidian riders. The fiends were huge, their leathery pinions expansive enough to cover a horse nomad’s wagon. Vargheists, the Sylvanians called them – lesser von Carsteins who had been altered to a form more pleasing to their elders’ desires.
The monsters threw their clawed legs forward as they landed, grabbing at the knights like swooping raptors seizing up vermin. Two of the armoured warriors were plucked from their saddles and borne screaming up into the air. The witch hunter fired a long-range pistol shot, blasting a chunk of hip from the largest of the beasts. The Silver Bullets followed suit, their volley of shot tearing the wing of one of the vargheists and slamming into the torso of another. The wheeling creatures screamed and released their prey, letting their captives drop into the battle below.
One of the falling knights ploughed into the ranks of the Tattersouls, bowling several of them over just as they charged into the corpses shuffling out of the town’s broken gates. The momentum of the charging zealots faltered as confusion broke out in their ranks. Some looked in rapturous awe at freshly broken bones, others looked skywards to see if Sigmar himself was throwing down reinforcements."
Their old masters can then bind and take control of this creature, for though the Vargheist is strong in body its weak in mind.  They are then used in battle to crush isolated sections of enemy lines and cause havoc. In combat, though lacking them magical or duelist mastery they might have once had, Vargheists are still extremely tough creatures. 

Offensive:
Claws, teeth and strength + ferocity enough to tear a man into pieces and to enjoy doing it.
Defensive: Other than some innate durability thanks to size and vampiric nature, none.
Blood Knight

Mobility: 7
Training: 8-9
Max Range: Lance
Preferred Range: ^^
Once, the order of the Blood Dragon was one of the noblest in all the Empire. They guarded the mountain pass between Brettonia and Empire, and by all accounts fought with valor and heroism. However one night a mysterious Noble came and demanded entry. Being courteous, the Blood Dragons agreed, only finding out once inside that he was a vampire! The Noble, Walach Harkon, systematically challenged and killed every knight he deemed subpar and gave vampirism to those that impressed him. For several decades after they preyed on those they used to defend, until a passing Witch Hunter found out and swiftly summoned an army to attack them.
The siege was terrible and lasted three years, but in the end the castle was routed and the remaining blood knights forced to retreat. For centuries they spread across the land, serving as mercenaries or duelists. It was only recently that they were united by Walach.
However in the latest End Times campaign Walach and a number of his followers turned against Nagash and his Northern representative, Vlad. Though Walach was slain and those of the turncoats routed, this split a already rare group of knights further. Thus while the Blood Knights may make an impressive sight on the field, lorewise they would be extremely rare. 

LOADOUT

Offensive: Lance, Sword (or mace) and Vampyric attributes. These swords can be magically enchanted to do greater damage.
Defense: In addition to their sometimes enchanted platemail, they can carry Flags of the Blood Keep, which serve as magical standards that allows them to run through arrow and gun fire. Only very powerful ranged can reliably bypass this standard.
===ADDITINOAL FACTORS===
Blood Knights ride on Nightmares (see profile) . They are extremely prideful and vain to the point where they will automatically accept any challenge for duel that comes their way, and will frequently issue them. Thanks to Walach’s most recent action they are quite rare, with some of the remainder doubtless serving Khorne.
Spirit Hosts

Training: 2-3
Mobility: 6 (insubstantial; can phase through things)
Max range: Touch
Preferred Range: Touch
According to Night’s Masters a skeleton or zombie is a shell with only limited “essence” (soul). Spirits  are the opposite and are essence without any shell. In areas like Sylvannia where the dead are restless, ghosts and poltergeists lurk and haunt peasants with their dreadful moans. These spirits are of those souls who did not pass through the veil to the afterlife, and whose unquiet spirits now “live” to inflict their bitterness on everyone else. When the Vampire Counts cross the land, the inherent dark magic their great undead hosts bring with them causes these ghosts to coalesce into great spirit hosts.
Binding spirit hosts to a necromancer, which will enable greater control,  can be tricky though. In the case of the Empire they “spirit walk” directly into the Underworld and “steal” these souls right out from under the Death God, Morr. Sometimes Morr catches them and imprisons their souls forever. This is just for the Empire of course; presumably, those who try to steal souls from the Chaos Gods risks a far worse fate (though, given the existence of Krell, it can be done).
In battle these hosts slowly drift towards enemy lines. Cannonballs and musket fire simply passes right through them, as only magical attacks can harm them. However the reverse is not true. A Ghost can kill a man with their insubstantial claws by having them pass through enemy armor and still organs within. An example given shows these spirit hosts reaching into a man’s chest, stilling his heart and killing him outright even as his eyes widen in shock.
“Middenheim, City of the Dead.
Lukien Karr was the first casualty. Brave, foolish Lukien. Bellowing the battle-cry of the White Wolves, the knight stepped into the path of a ghastly shade and met it steel for insubstantial talons. The wraith entered Karr, sank into his skin and chilled his heart and turned his blood to ice, then ripped itself free of the dead man, ectoplasmic ribbons of ichor fanning out behind the wraith as it screeched off up the narrow street toward the plague monument. It was over in a heartbeat. Karr fell to the cobbles, a look of abject terror frosted onto his face.
More died the same way, the spirits shrieking and laughing as they tore through the flesh of the knights, making a mockery of their life as the helpless warriors hurled their hammers and struggled vainly to fight off an enemy as insubstantial as thin air.
The cry went up for priests, the desperate hope that faith and holy water would stand firm where iron and steel had proved useless.
Jerek Kruger stood in the centre of it all, watching his men die and helpless to do anything about it. He burned with impotent rage.
The ghosts of von Carstein tore through the streets, they drifted, they flew, they emerged from solid stone walls, they came from everywhere and there was nothing Kruger could do but swing his warhammer and wonder why the revenant shades claimed the lives of those around him but left him alive. They swarmed through the Pit with its warren of decrepit shacks and tumbledown buildings. They swept through the makeshift hovels as easily as they did Middenpalaz, the graf’s palatial home. They poured through the squares, moonlight shining through their transparent forms, and down the streets, an endless sea of incorporeal souls spilling out of the shadows and the spaces between. In the Graf’s Repose succulents and hardy perennials choked and withered as the cold flush of death lapped over them in foetid waves. Von Carstein’s dead army threatened all life.
The priests came shuffling into the streets, cowed by the terrifying might of the wraiths and the ghasts as they snuffed the life out of the knights trying vainly to protect them as they stumbled over lines of exorcism and banishment rituals. They joined together from all denominations: Ulric, Sigmar, Shallya, Myrmidia, Verena and Morr, bringing their bells and holy books into the streets, spraying blessed water at the shades and shadows, though fear had them cowering and tripping over the lines of the rituals, allowing the mellifluous wraiths to slide into their flesh and chill their blood to ice, culling the one defence the city of Middenheim actually had from the Vampire Count’s wrath.
The high priest of Sigmar suffered the worst. As the old man raised his eyes to the Middenheim Spire he saw the implacable figure of Vlad von Carstein squatting amid the buttresses and the gargoyles. It was impossible for him to make out the sardonic mockery in the pale count’s expression but still the old priest was overwhelmed by the sudden repulsive touch of the vampire’s base evil. The priest knew that von Carstein only resembled a human, that his nature was in fact something far older, and far more malignant in origin. His tainted blood was ancient and far crueller than any living being’s.
He revelled in savagery, in death, in sadistic slaughter and sacrifice. He excelled at it. He was the Lord of Death and he hungered for mortal flesh, mortal blood. The priest felt the taint of his hunger, felt himself succumbing to it, being overwhelmed by the bloodlust of the beast perched up amongst the gargoyles, mocking their heroics.

The cobblestones around the Sigmarite’s feet frosted with rime, touched by the unholy cold of the hungry dead, ribbons of frost crystallising and crusting over the stone walls of his temple, solidifying into ice. The priest’s breath fogged in the air in front of his face as he struggled to give voice to the words of banishment, merging with the spectral forms, his own breath giving shape and definition to the dead. And then they were inside him, not one wraith, but a whole ungodly host, devouring his eternal soul even as they congested his lungs and blocked his throat with ice so that he could not breath or talk, choking him slowly and painfully to death even as the Vampire Count’s mocking laughter rang through the streets. As the cold wormed its way into the silver hammer around his neck, the holy relic cracked and split in two. The shards fell to the cobbles and shattered like glass. The priest clutched at his throat, clawing at his own tongue, trying to pull it out so that he might swallow one last desperate mouthful of air before he died.: -Inheritance
Offensive: Incorporeal Hands capable of bypassing armor.
Defensive: Incorporeal. Only magic or magically enchanted (or blessed) weapons can hurt them.
===ADDITIONAL FACTORS===
These seem to have become far more common in the Nagash era.
HexWraith

Mobility: 6.5
Training: 5-6
Max Range: Lance
Preferred Range: ^^
The origin of the Hexwraith is shrouded in mystery, but it is alleged that when the Chaos moon is bright this creature walks the mortal world once more. Their single-minded purpose seems to be the pursuit of those evil men who have cheated their rightful fate, for a Hexwraith's shade-like existence leaves it with a hunger that only the succour of a damned soul can sate. It will pursue this victim obsessively, crossing all sorts of terrain to get him. A fortress is no defense, for this creature is ethereal, and will ride through castle walls if need be.
A hexwraith is able to travel between the real world and the realm of souls at will, a fact not last upon the vampires. Many have been bound to these masters of the night, becoming the ultimate form of shock cavalry. Given the ominous nickname of “Reaper Knights” these creatures have weapons that can ignore armor, and literally suck the soul from those that they kill before absorbing said souls. Whole packs of them are said to come to the battlefield at the vampire’s beck and call.
Hexwraiths are ethereal, meaning they are unslowed by bad terrain and are unaffected by most weaponry. For this reason they are terrifying to behold, as few have the weaponry to wound them. Hexwraiths are also able to move through friendly lines to get to the enemy, or move through enemy lines to get to a more tantalizing unit. They will restrain themselves moving through friendly units but of course will take swipes at the enemy.
"The Stirlanders had reached spitting distance of the glowing Luminark when the air was split by a hideous screech. A group of hooded, flaming wraiths rode out from the wall of the ancient manse, their skeletal steeds passing straight through the rear carriage of the arcane war machine and heading down the scree towards the militiamen. The wraiths held their burning scythes high as they drove through the Stirlanders’ ranks, sweeping their blades low to cut into the men that flailed ineffectually at the flanks of the undead horses. The strange hooked scythes of the apparitions did not cut the flesh of their targets, instead passing straight through them. The wraiths galloped on, and five militiamen fell lifeless to the ground as if every tendon in their bodies had been severed at once. The rider-gheists wheeled around for another pass, screeching wildly as the unnatural green flames around them burned bright with stolen energy."- Sigmar's Blood
Offensive: The scythe-like weapons they use to slay their prey would be lethal enough in the material realm, but because the Hexwraiths shimmer between worlds, their spirit cythes are able to pass through gromril armor or scaled Dragon-hide without hindrance. A single blow from a spirit qthe can snatch away a mortal's essence whilst leaving his physical form completely unharmed. For that reason all attacks committed by a Hexwraith can be considered magical and ignore armor.
Defensive: They are ethereal creatures, and thus only magic o enchanted weapons can hurt them.

Cairn Wraith

Mobility: 5
Training: 4-5
Max Range: Melee
Preferred Range: ^^
In the years prior to the founding of the mage colleges, those with magical ability of that time dabbled in sorcery with far greater peril. Some fell to Daemonic possession, others torn apart by the energies they wielded. However some managed to master this sorcery, using it to extend their life span by decades or even centuries.
Most of these seekers of immortality managed only to preserve their spirits, not their bodies. Decay took their mortal forms, rotting it away even as they sought desperately to sustain it. With no corporeal form to speak of, these sorcerers became wandering spirits, clad only in their death shrouds. As their grip on the world of mortals weakened, these vagrant souls were drawn to places of grief, where they lingered, feeding on the sorrow of mourners. Not truly alive but unable to die, they became chilling shadows caught between this world and the next as miserable spirits who hunger for the warmth and flesh of mortals. Bound in the mortal realm to tombs and barrows, swathed in robes of inky darkness, these spirits became Cairn Wraiths.
So rare and difficult to control are these that only the most ancient and skilled Necromancers or Vampires Lords know the ritual to do so. They utilize these devastating creatures as rare and terrifying shock troops, for enemies lacking magical means are completely unable to hurt it. Armor is no defense, for the Wraith can just reach into his mortal foes chest and chill the vital organs found within. It is well that such creatures are so rare, for these silent assassins are quite capable of slaughtering their way through an entire garrison over the course of a single moonless night.
Offensive: Usually a ghost, incorporal scythe as shown by popular artwork. They resemble the Grim Reaper in a way. All attacks are ethereal and thus ignore armor.
Defensive: It’s an ethereal creature meaning only magic or enchanted weaponry can hurt it.
"“He looked up, at the ethereal shapes coiling and twitching above him. They looked like nothing so much as rag-clad bones wreathed in smoke. He flung out a hand. ‘Kill them!’ he bellowed. He had no idea what sort of spirits he had conjured. Now was as good a time as any to see what they were capable of.
The two rag-clad phantoms shot forward, spiralling through the air towards the Lahmians. Iona, quicker on the uptake this time, leapt to one side. The two following her were not. One was jerked into the air by bony hands like a toy. She screamed as her alabaster flesh puckered and blistered at the touch of the thing. A gout of frigid air burst from her open mouth and a hellish frost formed on her limbs and face, even as her struggles weakened. The other suffered a similar fate, her flesh blackening with an impossible cold, and her hair cracking and falling from her scalp in brittle lumps as she was dragged into the air and wrapped in fluttering rags and rattling bones.”- Master of Death
Morghasts

Mobility: 6 (Hovering)
Training/Experience: 7-8
Max Range: Melee
Preferred Range: Melee
“Thousands of years ago, after Nekhara was plagued by Nagash,  the god Ptra heard the cries of the faithful and dispatched his winged heralds to smite the Necromancer. These were the hammurai and according to legend they fought Nagash atop the spires of Nagashizzar for 40 days before the Great Necromancer triumphed. Nagash looked upon these slain warriors and saw in them great potential. Drawing on his dark power, they were reborn, no longer the gleaming and pure emissaries of the God of Light, but accursed creatures suffused with the power of dark magic.
He sent them around the globe to fight, and fight they did. Even after Nagash was assassinated by the Skaven they continued to fight, heedless of their master’s fate. One by one the magic they used to empower themselves faded, for as godly demi-god creatures the Winds of Magic must blow extremely strong to sustain themselves. As it faded the Morghasts went dormant and were rendered inactive.  Even so, the magic of their creation was too powerful to be undone, so their enemies sealed them in tombs, laying curses on them that they might not awaken. For centuries, Necromancers, wizards and other dabblers in darkness sought to bring them to life, but without success. Even when Nagash resurrected the first time he was unable to bring them back, for the Winds of Magic were not yet powerful enough.
Only now, in Nagash’s third and final resurrection, have these creatures re-arisen at last. Only Nagash and his highest lieutenants can command them, for these are demigods in ability and power. Therea re two variants of the creatures. The Morghast Archai are Nagash’s chosen guard and wear suits of ebon-wrought armour upon their bodies of sculpted bone. Their weapons are immense, corrupted parodies of the solar-forged blades of the hammurai; within their hafts writhe faces of the slain, their agony drawing others to share their torment.
The rarer Morghast Harbingers are Nagash’s warriors of vengeance. Marching at the head of his armies they are executioners and heralds alike, meting out their judgements with the inexorable rise and fall of their blades, bringing inevitable death to all in their path. The Morghast Harbingers eschew the thick armour plates of their peers. Instead, their monstrous skull faces and rib cages are bared fearlessly, a lone warpstone gem set into their sternums. They each clutch a pair of cleaver-like swords, matched weapons designed to separate souls from bodies with bone-shattering blows.

Offensive: The Archai uses spears and great axes while the Harbinger has  has halberds. Both are strong enough to tear a man in half.
Defensive: In addition to being durable creatures, the Archai uses plate armor equivalent while the Harbinger . Undead in their immediate 50 meter vicinity are somewhat harder to kill.
===ADDITIONAL FACTORS===
Can only be commanded by the elite of the undead, Nagash's highest heroes. 
Tomb Guard

Mobility:
Training/Experience: 4-5
Max Range: Melee
Preferred Range: Melee

In life, they were the finest troops of the tomb kings, bedecked in armor and given the finest weapons. They were not of noble blood, but their status as elite warriors allowed them to set foot in the royal palaces. Each lived a life of luxury, with a dozen slaves to attend to any needs that did not pertain to the battlefield. The prospect of fighting alongside their king, and serving him into the next life, inspired great acts of bravery and heroism among these knights, and many would rather die where they stand than retreat. When their tomb king passed, the tomb guard would be arrayed standing upright, ready to march into battle at the awakening of their liege.
As undead, the partially mummified elites are exceptional warriors that lesser troops break upon. They maintain most of their personality from their previous life, and still have the same fighting prowess they showed as living warriors. While their bodies aren’t preserved as well as the tomb kings, the magics binding them to their bones are much stronger than those of the common skeleton warriors, and thus their bodies are of much harder composition and much greater strength than their flesh and blood forms ever were.
In battle the Tomb Guard serves two purposes. The first and most obvious is the protection of the Tomb King, for he is the one they have dedicated their lives too. The second is acting as a potent shock troop, for they are both physically tougher than normal troops and have enchanted weaponry.
==LOADOUT==

Offensive: Tomb guards have the benefit of wielding enchanted weapons, blades which kill all but the most powerful humanoid foes in one blow. These weaponry can include Khopeshes, swords, axes and halberds.
Defensive: Tomb guard wear fine suits of leather and jeweled bronze scale  armor and wield ornately decorated shields of bronze.

====ADDITIONAL FACTORS===
This unit can come equipped with musicians and bannermen, with rarely a magical banner attached.
“A gateway had opened up in the ground of the square, and a host of dead warriors were marching up the steps from below. They moved in perfect unison, the tramp of rotten sandals on sandstone steps mixed with the rattle of their scale armour. They carried long shields on their left arms and curved blades similar to the scimitars of the Arabians. Their armoured skirts hung to their knees, covering bone and withered flesh, and the same green light shone from empty sockets beneath their helmets. At their head, one of them carried a standard wrought from gold, inscribed with pictograms and faded symbols.

                They advanced ten wide and six deep, moving with precision and coordination that made the most disciplined mortal soldiers look like clumsy children. The crunch of sand beneath their tread echoed from the giant pyramids.”- The Blades of Chaos

Skeleton Chariots

Mobility: 7
Training/Experience: 5-6
Max Range: Arrow range
Preferred Range: Depends on load out.

The Gilded chariot legions of the desert are the pride of the tomb king armies. The sound of thundering, skeletal hooves and a cloud of dust thrown high into the air heralds their arrival, before they impact the enemy lines with bone shattering force. Bodies are crushed under heavy wheels, men are trampled by skeletal horses, and the chariot riders deal death from atop the platform with swords, staves, spears, bows and all sorts of other nehekaran weapons.
Nehekara was the first great civilization of man, and the first to use chariots in their armies. This was done right after horses had recently been bred as beasts of war since it was considered undignified for nobility to sit astride such a lowly creature. Thus, the chariot gave the ruling classes a way to take to the battlefield with all the speed and power of a stallion. As it is only nobility who gets the honor of riding in chariots, each is a priceless piece of art coated in gold and covered with images of skulls, bones and other symbols of the Mortuary cult. The riders themselves wear fine armor, precious metals shinning jewels.
To ride upon such a platform while regally bedecked in the finest of riches was considered the height of civilized warfare. When the Tomb kings enter the battle, they do so atop one of their chariots as it gives him both the protection of an armored carriage and an elevated standpoint to better survey the battlefield. Tomb kings took great pride in their chariot legions, and each had hundreds if not thousands of chariots buried with him. When they awake from their ancient slumbers, the desert trembles as they ride out at the head of their Chariot legions.
Charioteers were ruthlessly drilled into elite warriors by veterans known as the Masters of the Chariot. In battle these chariots- riding in truly great numbers- serve as line-breaker. They charge across the field until they grain great speed and then smash and disrupt enemy ranks. As the chariots ride past their riders continue to reach out and slay with halberds, swords and enchanted arrows.
==LOADOUT==

Offensive: The chariot itself is a battering ram, a force that can sweep aside the front lines of most infantry. Blades are often added to the sides, in the wheels, and even between the horses to maximize slaughter and kill those who escaped the initial charge.
The Tomb king often has an enchanted blade of some sort, while the crew and lesser chariots fight with staves, swords, axes and bows that fire the arrows of asaph.
Defensive: Chariots themselves are armored, while the crew are bedecked in fine armor of superior quality to that worn by the footslogging infantry

===Additional Factors===
Unlike most armies where chariots are a rare shock troop, they very common in Nehekaran armies. One battle fought by a lesser tomb king is known to have involved seven thousand chariots. Chariots, while considered a vehicle only for nobility, have been used as way to get infantry out of a sticky situation far faster than they could march. It is unknown how often this strategy was used.  Also they may be equipped with musicians and banners attached to the back of the chariot, sometimes a magical banner.

Necropolis knights

Mobility: 7
Training/Experience: 5
Max Range: Melee
Preferred Range: Melee
Necropolis knights are elite warriors who ride atop the giant snake-like necroperpents. They are tethered to their mounts by a sharp hook held in one hand, while the other hand holds a heavy spear that carves through living flesh. Their huge mounts shatter bones with every swipe of their massive stone tails, and sink their sword-like fangs deep into soft flesh. Most necroserpents are huge statues that stand twice the height of a man when fully coiled. Most are built in the likeness of a hooded khemrian cobra, for Qu’aph, the god of cobras, manifested as this in the time when gods and dragons they preyed on still stalked the lands which eventually became nehekara.
The skeletal knights who ride upon the necroserpents were those warriors who, while loyal to their king, became blood lusted after years of warfare. Such savagery made them fearsome warriors, but made them prone to rash decisions such as breaking ranks that could jeopardize the life of a king and the outcome of battle. Faced with the dishonor of exile for failing to uphold their duty, many committed ritual suicide. Others chose an agonizing death that would redeem them in the eyes of their king and allow them to serve their liege for eternity. The warriors would slit their palms and spread blood on the belly of a necroserpent before holding their wounds under the dripping venom. After death, they would be interred within tombs directly below the necroserpents. Qu’aph would judge their souls, and those deemed worthy would be reborn as the famed necropolis knights.
Both skeleton knight and necroserpent are animated by the same warrior spirit, and move as one in a relationship unlike any other mount and rider.  This terrible cavalry travels beneath the sand at great speeds, bursting out of the ground only when they are right upon the enemy. Serpentine bodies weave through the battlefield, blades, tails and fangs lashing out in all directions and leaving a trail of mangled bodies. In order to defeat a necropolis knight, one must destroy both rider and mount, for they are one being.

Offensive: The knight himself wields a massive heavy spear with a supernatural strength impossible for mortal men.
The massive necroserpent uses its massive stone body and tail to lash out at enemies, while its sword like teeth drip with a highly lethal venom. A single drop of this can kill scores of men, and a full bite can slay all but the mightiest of monsters. The venom causes muscles to contract so hard that bones snap and teeth shatter, and the bitten die with a rictus grin of agony on their faces.
Defensive: Like all animated constructs, the necropolis knights are made of stone and are massive, thus they are extremely durable.
===ADDITIONAL FACTORS===


Ushabti

Mobility: 5
Training/Experience: 5-6
Max Range: 400 meters
Preferred Range: Depends on loadout.
Ushabti are imposing war statues carved in the likenesses of the gods and tasked with the duty of guarding the great burial pyramids of the tomb kings. Like all animated constucts, there is no standard form. As there were a myriad of gods, there is great diversity among Ushabti. Many resemble Djaf, the jackal headed gods of war and death, and Phakth, the hawk headed sky god whose piercing gaze could see the sins of the dead. Most stand at anywhere from slightly taller than a chaos champion to about  twice the height of a mortal man, though some Ushabti reach sizes that blur the lines between them and Necrolith colossi. All are decorated in filigreed gold and dazzling polished jewels.

The magic rituals needed to animate the statues are much more complicated than those required to animate skeletons, but this also ensures that they are far more resilient. As Ushabti translates into “chosen of the gods” only the powerful souls or champions and heroes are worthy enough to be allowed to inhabit these guilded constructs. The combination of the warrior spirit and the physically intimidating stone body makes for an impressive warrior, and Ushabt fight with the power and fury of their likenesses. With one hand an Ushabti can wield a massive sword, or crush an enemy’s steel helmet like an overripe fruit. Few can stand before the onslaught of the very forms of the gods themselves.


Ushabti are classified as golems, which are magical constructs given life and sentience. Like all such constructs (to be shown later on) they have limited intelligence and independent thought, unlike skelatons and zombies, and will not disperse if their master is killed. 

==LOADOUT==
Offensive: Ushabti wield huge ritualistic weapons standard among nehekarans, only much bigger. In melee, many wield massive blades that require 3 men to lift, or huge spears or glaives proportionate to their size.
Others wield massive bows that fire arrows of asaph the size of spears. These are nearly as powerful as the bolt throwers used by other races, and are capable of punching through a heavily armored knight with ease. The fact that arrows of asaph can change directions midflight to better target their enemies makes them all the more dangerous.
Defensive: Animated constructs of stone and powerful binding magics, its takes a powerful enemy indeed to bring these down.
===Additional Factors===
Ushabti are by far the most common of animated constructs, but also the smallest.


Rapid Relief:

Sub-Section: Vampire Count Steeds
Below are the profiles of the mounts the Vampire Counts use for their cavalry and lords. So if you see the appropriate terms you may refer back to here for more knowledge.
Nightmares

“It was an awesome beast, blacker even than true black and easily five hands higher than the biggest horse Fischer had ever seen. Everything about the mount and its rider radiated pure unmitigated evil. The creature reeked of it. Von Carstein’s mane of black hair was matted with the rain. He twisted in the saddle, standing on black iron stirrups and learning forward. His sword wailed its hideous threnody as it sheared through the neck of a terrified Imperial soldier. The man’s head fell beneath the nightmare’s hooves and was sucked into the mud.”Inheritance

These mounts are the steeds of the Vampire aristocracy, and can either be carcasses of prominent warhorses brought back to life, Frankenstein like contructs fused together by Dark magicor even a unholy combination raised on blood and gore until fully grown. Their eyes shine hellfire, their noses snort a brimstone and decay smell, and their hooves usually burn with magical flame.  These beasts are often clad in heavy barding or wear caparisons of rusting chainmail, and spiked barding on their bodies to tear at the flesh of their foes. Furthermore they are aggressive creatures and are perfectly willing to bite and kick a man to death.
Hellsteeds

Some types of Nightmare are known as Hellsteeds.  These are a mix of a reptile, bat and horse, having thick, scaly skin or bare muscles, batlike wings and manes/tails of fire. They are extremely bloodthirsty, and in battle wield talons, claws, teeth, and sharp hooves to deadly effect. They are often ridden by vampire lords into battle.
Skeletal Steeds

“In the time before the coming of Sigmar, evil kings and leaders of men would bargain with sorcerers to enchant their steeds, protecting them from the blows of the enemy. So potent were these sorceries that the horses were protected even after death. Long after their masters were laid to rest, these creatures endured, until their bodies rotted away and only bones remained of their mortal forms. Their spirits, remained, knitting together the skeleton of these beasts and giving them the power to ride through the densest terrain without slowing. It is even said that these creatures can bear their riders between the realms of the living and the dead . . .”
Abyssal Terror:

“The most warlike Vampires ride to battle on the backs of monstrous, winged, dread-inspiring mounts. Some are creatures of Chaos from the mountains, the resurrected hybrids of rapacious beasts. Others are nightmarish creations of Dark Magic, bound with shadows and given bodies of writhing blood and flayed skin. The most common of these winged fiends are known as Abyssal Terrors.
Abyssal Terrors are inevitably borne to war on ragged wings, allowing their Undead masters to strike at the heart of the enemy army. The latter-day von Carsteins, for their part, were known for their use of huge wolf-headed monsters with slavering j aws and leathery wings. The exposed spinal columns and bony tails of their mounts oozed with a numbing poison that drew all warmth from those it infected, and  jagged blades were fused to each Terror's claws .
The creation of these disturbing constructs has more to dowith the unholy science of those who follow the dark arts than with any natural process. The most talented of the Vampires that create them, such as the hidden brotherhood of the Necrarchs, draw a twisted amusement from such blasphemous births - they use parts harvested from a wide variety of monsters, fusing bone with ragged muscles and sinew. Their vile creation is finally given animus when Morrslieb is at its fullest and a portion of that cyclopean moon's power is invested in the beast as it lurches and twitches upright.”

Black Knights

Training: 5
Mobility: 7
Max Range: Melee
Preferred Range: Melee
Originally Black Knights were horsemen drawn from the ancient tribes before Sigmar, some of the first to tame horses. As they died they were given great honors and interred with their horses in great burial sites throughout the land. The Vampire Counts, ever lovers of ancient history, have found these great ancient warriors and bound them to service. As their horses were bound to them in life, so too are they bound in death.
Thanks to the nature of their steeds Black Kights have been known to ride through rubble or across the surface of lakes, as their horses, while corporal enough to hold them, can sift through objects. The riders themselves, and their weapons, are however very much corporal. Their lances and swords were both forged in a time older then the Empire (which has stood for 2.5k years) and are wreathed in unholy flame. Those wounded by these weapons rarely recover.
“Hundreds of skeletal horsemen, heavily armoured in shirts of black mail, black breastplates and heavy caparisons of iron. The horses were fleshless, skeletal and quite dead. Green light burned in their eyes and their chamfrons were fitted with long, barbed spikes. Each of the riders leaned low across the necks of their horses, a long black lance aimed for the hearts of the Red Scythes. Too late, Leodan saw he’d been lured into this easy attack.
Their shields were long and kite-shaped, emblazoned with skulls and images of ancient kings, their banner a ragged, torn scrap of leathery flesh with a leering jaw spread wide. They came on in a thunder, lances lowering with hideous precision.
‘’Ware cavalry!’ shouted Leodan, though he knew it was too late.
The black knights smashed into the Red Scythes, lances tearing through their armour and into their flesh. Men were hoisted from their saddles, screaming as the frozen iron of the enemy lances impaled them. Though seemingly fragile, the black steeds were as powerful as any mortal horse and punched into the centre of the Taleuten horsemen.”-Heldenhammer

LOADOUT
Offensive: Heavy swords, lances, axes ect. Lorewise there seems to be a cursed quality to these weapons, and those injured by them rarely recover. These are Wight Blades and their description can be find under the Wight King.
Defensive: Clad in antiquated heavy plate armor. Sometimes their horses are too, despite being spectral.
===ADDITIONAL FAOCTRS===
Can take standard bearers and musicians, with rarely a magical standard to be carried.

Dire Wolves

Training: 1-2
Mobility: 7
Max Range: Melee
Preferred Range: Melee
In the Old World wolves are a common and fighting predator among the forests and plains, and indeed are larger than those of our world. Yet in Sylvannia and other lands touched by the Vampires they are worse, for there these wolves do not stay dead. Unless Wolf bodies are properly destroyed and dismembered they will invariably rise up once more to continue the hunt. Maggots writhe in what rotted flesh remains, loosely hanging from their bodies, making them terrible to behold.
The Empire and Brettonia spend a great deal of their time trying to drive back these terrible creatures of the undeath, launching vicious campaigns to purge the hills of them. However they only ever succeed for a time, and tales of villages raided by these undead cannines are common. At certain times it is inadvisable to travel along the roads in anything smaller than an armed convoy.
Vampires use these wolves as hunting companions and trained hounds, feeding the biggest of them on unfortunate peasants  and dark magic to transform them into much larger Doom Wolves, which lead pack of their lesser couins. To them Vampries are considered the pack leader, and during campaign they lope alongside the vast undead ranks. In battle they prey upon enemy artillery crews, sneaking around the enemy army to hit this vulnerable unit. Other times they help drive away Calvary or prey upon weaker regiments of infantry.
LOADOUT
Offensive: Teeth, claws. Some of them are large enough to snap a person in two, or else break spines with their claws.
Defensive: Nothing really other than undead nature, which makes them somewhat harder to kill. When they die their bodies dissolve completely.
====ADDITIONAL FACTORS===
Oddly enough these wolves still possess a degree of intelligence they had in life, capable of basic ambushes and packhunting.

Bats

Training: 0-2
Mobility: 8 (Flying)
Max Range: Melee
Preferred Range: Melee
It should come to no surprise that, given the Vampire’s association with Bats, they are employed copiously here. The first unit refers to the deployment of whole entire swarms of mutated  bats (with wingspan as large as a man’s arm), often in their hundreds or thousands (described as large enough to at times block out view of the sun or moon), against the enemy.  They serve as potent demoralizer and distraction, as wary enemies must be forced to defend their heads even while being engaged from the front. Yet defend they must for these bat swarms are equivalent to flying piranha and without defense they can tear skin from a man and rip flesh from his bones in mere moments. In the books they and the carrion birds are often shown to be used against enemy ranged units, to neutralize  a area the Vampire Counts have traditionally lacked in.

Sometimes also ravens, crows and other carrion birds are used. These birds, thanks to feeding on the dead for so long, have formed bonds with the vampires and their servents. They can be used as messengers or heralds, but sometimes they are amassed in such great numbers to serve as potent battlefield weaponry.
.
“There were many of them and their flock was strong. Maria had been building it as the caravan had travelled, gathering ravens on the way. She had woven them into a single great flock skilfully, and it had taken skill, for she had only taken the strongest birds.
Over the past weeks, her life had been devoted to selflessly caring for them, at least, that part of her life which she cared to remember. She had often provided the ravens with so much meat that they’d been barely able to fly up to their roosts at night. Yesterday, she had even killed a lamb for them.
Today, Maria had decided, it was time for them to repay her efforts.
In her current form, it was difficult to explain even this to the birds as they flocked overhead. Still, explain she did, or, if not explain, at least command. Maria’s will held the flock in a grip stronger than that of any fist, and when she turned their collective gaze down to the battle below, even the stupidest knew what to do.
It was the hunger that did it: the hunger that she filled them with, the hunger for the living eyeballs that glistened within the orbits of their victims’ faces, and the entrails that nestled in their stomachs.
One moment, the ravens were unnoticed overhead, as irrelevant to the battling men as the wind in the trees or the blue of the sky. The next, they were falling like a flight of black-feathered arrows.
The birds’ sense of self-preservation melted away beneath their need to sate the inflamed desire that she had filled them with, and they struck with a fearlessness that was as terrifying to their victims as were their beaks and claws. The men shouted in surprise, and then fear. Then, seconds later, in agony.
As the first of the ravens plucked its prize from its victim’s skull, Maria’s body, lying still and lifeless in her wagon, began to smile.”-Ancient Blood
“Before the bowmen could loose their deadly arrows, a cacophony of shrill shrieks descended upon the keep. The archers retreated as a flood of fluttering wings and verminous fangs filled each window, as a seemingly endless wave of chittering bodies dove upon them. The bowmen were forced to cast aside their weapons, to shield their faces from the slapping wings and slicing teeth of a living storm. Bats, summoned down from the sky in their multitudes by the dark magic of the Red Duke, converged upon the keep by the thousands.”- The Red Duke
Fell Bats are giant, man-sized bats that have been mutated into the Vampire Count’s version of a hunting falcon. Though rarer than their lesser brethren Fell bats are deployed strategically to rip knights off horseback or carry off lone warriors into the night. They are silent flyers and thus at night few see them coming . Sometimes they may be deployed en masse against the enemy, assaulting enemy lines with bloodthirsty intent.
Offensive: Teeth and claws. Bat Swarms are akin to flying piranha while fellbats are man-sized foes.
Defensive: Flying, so hard to hit.

“Something black and swift swooped out of the sky and slammed into him before he could finish, smashing him into Father Ulfram and knocking him off his feet.
"General! Father!" cried von Geldrecht, ducking and running to them as the black thing swept into the air again on leather wings.
"Kill it!" shouted a handgunner, pointing.
"Shoot it!" shouted a spearman.
Then the rest came.
Felix could not count the number of black shadows that streaked down out of the dim green sky and slammed into the defenders. It seemed as if the night had shattered and fallen in upon them. All along the walls, people were knocked to the courtyard, armour crushed and flesh torn, while others twisted and flailed as the things rode their backs, looking for all the world like lunatics dancing in flapping black cloaks.
More were attacking the refugee farmers who had set up their meagre tents around the harbour. The peasants ran screaming as the ragged shades shredded their shelters and snatched up men, women and children to drop them to the flagstones or into the dark water of the harbour.
Felix ducked a swooping silhouette and drew his sword as Kat fired an arrow after it.
"Sigmar! What are they?"
Gotrek sheared the wing off one and it crashed at their feet in a spray of maggots and clotted bile. Felix recoiled at its rotting, snoutless face.
"Bats," said the Slayer.
"Giant bats!" said Snorri, delighted.
"Giant dead bats," said Rodi, wrinkling his bulbous nose. "Grungni, what a reek."- Gotrek and Felix: Zombieslayer

Carrion

Mobility: 8 (flying)
Training/Experience: 0-1
Max Range: Melee
Preferred Range: Melee
Carrion were great scavenger birds that flew the skies of Nehekara, taller than a man and with a wingspan to match. They often roosted in human made settlements, and followed the nehekarans into battle knowing there would be easy pickings after the fighting was over. They were considered sacred creatures by the people, and many thousands were mummified alongside buried tomb kings. When the Kings awaken, their will stirs these scavenger birds back to unlife, and never return back to the tombs. Instead they glide above the desert eternally, always searching for new prey.
As the Tomb King forces are all undead (as are the Vampire Counts) carrion has no interest in them. Instead they follow the TK armies in the hopes of finding live prey, for they know when Tomb King armies march they often fight the living.  Carrions are cowardly creatures, and typically only attack weak and dying enemies. Disciplined ranks will repel a carrion attack, but those isolated and outnumbered will find the bloodthirsty birds upon them, hooked beaks and sharp claws tearing into warm flesh.

==LOADOUT==
Offensive: Carrion are man-sized birds of prey with large sharp beaks and massive talons.
Defensive: None
===ADDITIONAL FACTORS===
Always appears in massive swarms.

Tomb Swarms

Mobility: varies. all burrow beneath the sands, but some can fly
Training/Experience: 0
Max Range: Melee
Preferred Range::Melee
"“A crack suddenly formed in the closest wall. The crack spread upwards and outwards in a radiating spider-web of crumbling sand and soft rock. The surface of the wall bulged at the edges of the crack. The wall exploded outwards. Felix staggered back as chunks of hardened sand and old mud struck him. As dust filled the tunnel, he heard the click of bones. The dust cleared and Felix saw a wave of tiny bodies flood into the tunnel. The dried husks of thousands of scorpions, scarabs and countless other insects and small creatures swept against the opposite wall, and splashed back towards Felix and the others in a dusty, clattering wave.” – Gotrek and Felix, Serpent Queen
When Nagash cursed Nehekara with a plague of death, it wasn’t only the men who were killed. All life in nehekara, down to the smallest insects, perished under this powerful spell. Today, the desiccated remains of countless desert insects lurk through nehekara, waiting to be bound to the service of a tomb king or liche priest. As they lack souls of their own, they are easily placed under control and can be summoned through magical means to the battlefield.
At the command of their superiors, they burst from the sands in a great tide of chitinous bodies, dragging down any foolish to stand before this onslaught. When not bound to the will of a tomb king, they revert to a lurking nature which makes them ideal guards. Many a tomb raider has thought themselves safe only to find swarms of seemingly dead insects spring to life and consume them in a matter of seconds.
Black scorpions, scarab beetles and desert locusts make up the most recognizable bulk of the swarms, though there are many tiny creatures contained in their ranks. Enemies beset by desert swarms are either torn apart by biting mandibles or stung and bit by poisonous insects. Their small size makes them perfect at climbing into the smallest gaps between armor and fortifications. Unlike many foes who can be banished by sword and bow alone, even the most heavily armored knight will have much difficulty facing the seething masses of the desert swarms.
"“These were the Blood Knights, the pinnacle of heavy cavalry. Their plate armor impervious to enemy weapons, and with their own tall lances lowered, the Blood Knights crashed through rank after rank of enemy regiments. 
With the ease of a blade drawing a line in the sand, Krakvuld and the Blood Knights clove a path straight through King Behedesh’s army. As the vampire wheeled his army about to begin his slaughter anew, they saw a lone figure awaiting them in the dunes. It was Hapusneb, most ancient of the King’s Liche Priests, Hierophant of Zandri. From a dusty scroll he chanted, and soon his curse was answered. The sand beneath the Blood Knight’s came alive with the crawling creatures of the desert; gnawing khepra beetles and stinging Numak scorpions scuttled upwards in a Black Wave. Tiny enough to force their carapaces between the joints or chinks in armor, the swarms covered the Blood Knights. It was a ignoramous end for some of the greatest warriors of the North. “ 

==LOADOUT==


Offensive: Biting mandibles, claws, stingers and poisonous bites. Its literally death by a thousand bites inside and out, as these creatures crawl down throats, up orfices and into wounds to eat someone from the inside out.

Defensive: Sheer numbers . One can easily stomp and kill a dozen bugs underneath foot but it matters little when there are hundreds in each swarm.
===Additional Factors===
Tomb swarms can be summoned through magical means, easily. Tomb kings can summon swarms with ease, and nagash once vomited out a huge cloud of locust that reduced an entire formation to dust in seconds.
Skeleton Cavalry

Mobility: 7
Training/Experience: 4
Max Range: 300 meters  
Preferred Range: Depends on load out.
In Ancient Nekhara, cavalry was for many years considered a rare appearance in main Nekharan armies, given the water costs of horses on campaign.To them horses were only givin to elite champions who proved themselves on the field and had managed to achieve  at least a dozen kills. They could then be inducted into elite regiments led by grizzled veterans of several dozen campaigns known as  Masters of the Horse.  
However a few desert tribes did excel in locating and utilizing great oases in the desert for many years, and thus could maintain large bands of horsemen that could even challenge the main cities.For a while they maintained independence thanks to their hit and run tactics involving horse archers.  Eventually after conquest, knowledge regarding these watering holes were shared and thus  later Nekharan kingdoms did bring impressive amounts of horses to the field. The nomadic horse archers themselves then became a permanent fixture in Tomb King armies.
In battle both types of cavalry have differing roles. Skeletal Horse archers constantly barrage the enemy at skirmishing range with arrows, pursuing retreating enemies and pinning enemies at the flank. Skeletal Horsemen meanwhile assault the flanks and rear regularly, attack weak points and try to trick the enemy into overextending itself.

==LOADOUT==


Offensive: Skeletal horsemen use spears and hand weapons like swords and axes from horseback. . The horses are as strong as they were in life and are more than capable of kicking and biting. Skeletal Horse Archers have bows with magically enchanted Arrows of Asaph, as well as small hand weapon for emergencies.

Defensive: Skeletal horsemen carry large shields and some might come with light armor, while archers go without any protection other than speed.

===Additional Factors===
Can take standard bearers and musicians, with rarely a magical standard to be carried.

===Shock and Awe===

Varghulf

 Mobility: 7
Training: 6-8
Max Range: Claws
Preferred Range: ^^
Within every vampire lurks a savage beast desperate to field and consume the blood of the living. Most vampires hide this beast behind the trappings of aristocracy or martial honor. Some don’t care or indeed embrace it. These are the Varghuls and they are reviled even by their fellow Vampires.
When a vampire revels in the act of murder and killing, they slowly change form into a ghastly being known as the varghul.  Its body becomes monstorous, and they now have the strength to tear apart a chariot with their bare hands, or bowl over those who try and corner it. Their teeth and claws can rip through even plate armor with almost contemptuous ease and drain even the bone marrow away from the unfortunate victim. Often leading packs of crypt ghouls or serving as elite warriors of the Strigoi, these are used as monsters among the vampires.
Though ferocious and bloodthirsty in the most literal fashion, they are not mindless. These creatures do not rush recklessly into situations where death is inevitable, but instead place themselves surgically. They are aided in this by the ability to reknit their wounds via magical means, giving them regeneration.
LOADOUT
Offensive: Teeth and Claws, both capable of ignoring all but the toughest armor. They are described as strong enough to crush a chariot. 
Defensive: Durability thanks to size and undead condition, as well as the ability to regenerate from all but the most immediately fatal wounds. In the End Times a battle shows they must be stabbed dozens of times to seriously wound or hurt. 

===ADDITIONAL FACTORS===
As most vampires don’t descend to these depths of depravity (at least not on the outside) they can be considered a rare but potent part of their armies.  Some Varghulfs trace their origins back to the kingdom of Strigos, several thousand years prior.
Terrorgheists

Mobility: 8 (flying)
Training: 5-6
Max Range: 30-35m
Preferred Range: ^^
The Terrorgheist is a truly massive bat the size of a dragon that haunts certain reaches of Sylvannia. It hunts sort of like regular bats do, rendering them motionless  by emitting a piercing shriek so loud and unexpected it can stun even a Bretonnian warhorse into paralysis. At that precise moment, the Terrorgheist will dive down, gather up rider and mount in its talons, and return to its lair to glut itself on warm blood, draining it dry.
Terrorgheists are not bound in life, but rather in death. Powerful Ghoul Kings will seek out these creatures and, using blood rituals, will bind it to its service. They are then raised from the undeath, far more powerful and even potent then it was in life.
In battle the monster is directed to swoop down on whole hordes of enemy prey. Its death shriek can be so powerful that, depending on morale, it may very well cause men to die of fright.  As the magics of undeath are worked upon the beast, its cry is transformed from a simple but shockingly loud noise into a barrage of eldritch power. Some say the Terrorgheist's shriek is nothing less than the screams of the damned, channelled directly from the Realm of Chaos. As the enemy regiment reels from the screech the creature then crashes down on it, rending with tooth and claw.
Offensive: Death Shriek, Tooth and claw. Some Terrorghests explode when they die, unleashing a horde of bats that feasts on those nearby.  Others have rancid decay sticking to their teeth, making attacks poisonous.
Defensive:  It’s a large flying beast with regeneration that allows it to heal from all but the toughest wounds.
===ADDITIONAL FACTORS===
It is fortunate to enemies that the codex considers them rare.
Zombie Dragon

Mobility: 8 (flying)
Training: 8
Max Range: 20-30m
Preferred Range: ^^
Long ago, for thousands of years, dragons used to fly to the Plane of Bones, located near the Chaos Wastes, to die. It is unknown the reason for this or what drove them to do so only that they would fly over the sight, land and then keel over. This all changed when Chaos arrived at the world. The malignant power sweeped into the dead Dragon corpses and reanimated them, turning them into Zombie Dragons that have prowled the graveyards ever since.  It remains one of the most dangerous places on the planet, filled with all sorts of malevolent creatures, daemons, and with no food or drink in sight.
These perils mean little to the Undead, however, so it is to the Plain of Bones that a Vampire travels to claim a Zombie Dragon as its mount. Animated by Dark Magic, a Zombie Dragon is borne aloft by great tattered wings, its body covered with thick, withered hide. Though in life it once breathed fire capable of melting steel, a Zombie Dragon can only belch forth a cloud of pestilent gas which strips flesh from bones and corrodes armor. A Zombie Dragon's claws and sword-like teeth remain as deadly as they ever were, and it is capable of ripping an armored knight in half and swallowing his warhorse in one motion. When such a monster is used as a steed by a powerful Vampire Lord, even the greatest heroes quail before the raw might of undeath, for they are a terrible combination to behold.
Offensive: Dragons breathe poisonous fumes which are capable of rusting armor and stripping   flesh and bone. They also have claws and teeth.
“The mighty dragon swooped down over the citadel walls, and a billowing cloud of noxious breath streamed from its jaws to engulf the ramparts. The stench was overpowering, even from so far away, and Marius coughed at the grave reek. He could hear men dying, choking and coughing as their internal organs liquefied and the flesh melted from their bones.
…..
Screams and groans of pain surrounded her. The dragon’s breath had swept the ramparts and its pestilential exhalation choked the life and vitality from all those who breathed its foulness. Young men in the full fire of youth had fallen to the ground, transformed into ancients with withered skin, brittle bones and sunken flesh. Some coughed up bloody froth as their lungs dissolved, while others had the flesh scoured from their bones by the noxious corruption.
(….)
A heaving breath of toxic vapours gusted from the dragon’s mouth and enveloped the barbican. Men staggered from the ramparts, choking and vomiting as the hellish miasma did its evil work. The road to the lower town sloped down to the gates, and from his position behind the walls, Marius saw them wither as the timbers shoring up the already weakened structure rotted away to brittle deadwood. The mass of dead warriors on the other side buckled the decayed woodwork and the gates split apart in a flurry of rotten timbers.
” Legend of Sigmar: Heldenhammer
“As he watched, the deathly dragon swooped down upon one of the Mordkin formations. From the jagged stump of neck a boiling torrent of rotten meat and writhing maggots showered down upon the massed grave-rats, searing them in their bony armour. Then the dragon’s claws were scything into them, tearing skaven apart like some gigantic hell-cat!”- Blighted Winter

Defensive: Scaly Skin and a swarm of giant flies that can make them difficult to target if in immediate vicinity.
===ADDITIONAL FACTORS===
These are rare beings, but those that exist are going to be ridden by great lords of the undeath.
Necrofex Collosus

Mobility: 5
Training: 4-5
Max Range: Spell
Preferred Range: Melee

Many are the dread creations of the Vampire Counts, but of the most feared is the Necrofex Collosus.  Only the greatest necromancers have the power, the resources and the will to create this powerful machine. While they vary in size and form they all have the same shape- a gigantic humanoid fashioned upon frame of iron, bone or bronze, and then bound with corpses and flesh. Then via a great ritual in which much sacrifice is required, the death machine is brought to life and given terrible sentience of its own.
The Necrofex is a monster on the field, able to pose a threat to entire armies. One notable Necrofex actually roamed the countryside of Estalia for a hundred years, rampaging and destroying all in its path. They are incredibly potent for an undead army, and in fact they act as focus points for death magic, allowing wizards in the immediate, 50 meter vicinity to cast spells with less difficulty then before. Its powerful enough to actually disrupt and make it harder for wizards of light and life to cast their spells near it, and its screams are so powerful that they can kill through sheer terror alone.
Offensive: It’s a gigantic,  around 24 meters (78 feet) in height, this is Collosal creature capable of stomping and smashing enemies. Against particularly large or important foes it may end up trying to impale them on its multi-story leg. As mentioned its screams can kill a foe with pure terror if their morale/leadership doesn’t hold up.  Some variants have scythes built into these limbs, or they have the hands of still living corpses grow out to grab people. A very, very select few are so powerful that they are binded to the soul of a Necromancer or Vampire directly, and thus can cast spells.
Defensive: Powerful regeneration that applies against anything but flaming and magical attacks, with holy spells doing additional damage. A few are transfused with ghoul or vampire blood, making this regeneration more potent.
===Additional Factors===
The creature is incredibly rare thanks to the cost of making it and difficult to properly control.
Black Coach

Mobility: 6.5
Training: 5
Max Range: Immediate area around vehicle
Preferred Range: ^^
The Black Coach is a vehicle used by Vampires as both an escape mechanism and line devastator. Driven by a ghastly wraith, this vehicle draws dark magic rapidly as it travels, allowing it to increasingly manifest greater magical power that can include such effects as flight, intangibility or magic resistance. Though magic can only be manifested as one effect they are all useful. Pulled by a Nightmare creatures and driven by a Wraith of some king, this vehicle s feared on the battlefield.
In combat the Black Coach will be driven directly through enemy lines, crushing or sometimes scything through ranks of troops in their path. In this sense it serves as a line breaker, line many chariots of the setting. However if a Vampire is ‘slain’ the vampire’s followers will commandeer one of these vessels  and place the Vampire’s remains in it. The followers then further enchant the vessel and let it go.  As the killing of vampires is rarely permanent for the more powerful specimens, the vampire’s corpse will then feed upon the death magic that the Black Coach collects, emerging rejuvenated after a period of time from it.

Offensive: The Cain Wraith driving it has a scythe. As magical effects accumulate the vessel might acquire scythes sticking out of the wheels, increased strength in the horses, resulting in more powerful charges or have the coach, horses, wraith all glow green with balefire, resulting in all attacks counted as flammable and killing much easier.
DefenseIt’s a coach however in addition to this it may manifest magic and dangerous terrain resistance, allow it to become ethereal or to fly.
===ADDITIONAL FACTORS===
Because the Black Coach frequently absorb death and dark magic from the surrounding area, it is possible for a Coach to become so supercharged that they acquire all effects described above at once. However they are a rare vehicle and count as such.


Casket of Souls

Mobility: 0 (summoned into place)
Training: Variable
Max Range: 1 kilometer
Preferred Range: ^^
The Casket of Souls is a special sarcophagus said to hold the tormented souls of those who incurred the Tomb King’s wraith. Powerful bindings are in place to ensure they do not prematurely leave until it’s time to utilize them. On the battlefield it’s summoned into existence by a Keeper of the Casket, a priest whose sole job is to maintain the casket.  At the proper chants the souls within burst out, empowering nearby Liche Priests and unleashing the wrath of the tormented on the enemy.
In battle these souls attack with vicious and hateful desperation, seeking freedom from their suffering. They lunge towards the enemy ranks, draining life energy and leaving them in unbearable agony.Worse those killed are themselves trapped within the Casket of Souls, a fate far worse than death.  Only those with the extreme willpower to resist can escape  such a fate.
Offensive: When the Casket of Souls is opened, tortured spirits leap out from foe to foe and continue to do so until strong minded foes can successfully ward them off. The three guards of the device and the handler use halbers, spears and hand weapons.
Defense: None other than guards. When the Casket of Souls is destroyed the spirits within take revenge on everything within a 50 meter radius, including its fellow handlers.

===ADDITIONAL FACTORS===
According to the codex it is an exceptionally rare device.


Screaming Skull Catapult

Mobility: 1
Training/Experience: 3
Max Range: Artillery range (over 1 kilometer)
Preferred Range: Artillery range

The Screaming skull catapults form the main artillery of the tomb kings armies The Screaming skull catapult gets its name for the unique ammunition it fire: the skulls of vanquished enemies, burning with eldritch green flame and letting out their haunting death cries one last time. They are taken from unfortunate prisoners right at the moment of the death and enchanted with curses that make them scream as they howl through the air, and then violently explode on impact.
 In the past they have been used to demolish cities, demoralize enemies and crush the great monsters the enemy brings to bear. Each catapult is a construction of bone made to resemble the skeleton of some great desert beast. The original Catapults were fine war machines, carved by artisans and decorated like all tomb king inventions. Now, however, in a much less noble fashion, Screaming skull catapults can be created by necromancers as long as they have a supply of bone to work with. Under the command of the necromancer, bone melts, hair and sinew twist into ropes, and skulls are cursed to be used as ammunition. The sight of their comrades screaming skulls being fired back on them demoralize most troops.
“Flaming skulls shrieked intermittently over the high walls, smashing and burning where they landed, spilling vitriolic fire throughout the timber-framed houses, and terror through the citizens. The skulls brought the horrors of the war home to them. Those skulls belonged to people who had stood against the Vampire Count. Tomorrow or the next day it might be their skulls shattering against the walls of the Imperial palace, their brains scooped out to feed von Carstein’s ghouls. Felix found it all quite barbaric.”-Inheritance
==LOADOUT==
Offensive: Screaming skull ammunition is both artillery and magical in nature, capable of causing enemies to flee via magical means if their willpower/morale is insufficient. Any troops caught directly at impact will be proliferated by skull fragments and magical balefire.  Other times, the skulls impact buildings, exploding with great force and showering those around with flame and splintered bone. Catapults can fire a couple dozen screaming skulls at once.  The three skeletal loaders of the catapult come equipped with swords.  In the event of a siege catapults can be made to fire plagued bodies and corpses over the walls for both terror value and to spread disease.
“Suddenly, the priest king heard a strange, piping chorus of unearthly cries coming from the direction of the ridge. Akhmen-hotep looked back the way they’d come, and saw a flickering rain of fiery green orbs arcing down onto the struggling companies.
The hail of screaming skulls scattered widely over the clashing armies, falling among friend and foe alike, but where the warriors of Khemri were inured to their horror, the Bronze Host was not. The grisly missiles exploded among their ranks, showering them with blazing fragments and filling their ears with shrieks of agony and despair. Beset on all sides by warriors living and dead, including the bloodied corpses of their kinsmen, the Bronze Host had been pushed far beyond the limits of its courage. Cries of horror went up from the men, and the embattled companies began to disintegrate as the warriors turned their backs upon the foe and ran for their lives.” – Nagash the Sorcerer

Defensive: None, but should catapults be destroyed, they can be quickly reformed if there is a magic user nearby, much to the horror of the enemy artillery crew who just spent so much effort into destroying the catapults. The Skeletal crew has light armor.

===Additional Factors===
These catapults can be made anywhere, anytime, by any necromancer who has some sort of skill. As long as there is a supply of bones, more of these infernal machines can be crafted.


Necrolith colossus

Mobility: 6
Training/Experience: 7
Max Range: 1 kilometer
Preferred Range: Dependent on Loadout  
 "But before the rest could reach Gotrek, the sands about the carnosaur’s carcass ruptured as two heavy shapes rose from concealing trenches, amidst the zombie horde. Their sudden appearance sent sand and corpses flying in all directions. Their gigantic forms were covered in bones and mortuary ornamentation, and their heads had been carved to resemble large skulls. They were hewn from emerald and stone, and wore great crested helmets, breastplates, vambraces and ornamental greaves, all lavishly decorated and engraved with intricate scenes and scrawling blocks of Nehekharan script. Each bore a mighty two-handed sword, fully the height of a man, and as thick across as Gotrek himself.
Those swords took a dreadful toll on the ranks of zombies, including those scrambling towards Gotrek. The Slayer gave vent to a howl of frustration as his opponents were scythed away, like chaff on the wind. ‘Behold,’ Zabbai said, ‘the Emerald Sentinels of Lybaras, greatest of the war statuary of Nehekhara, and mightiest of the necrolith colossi!’
Felix could only watch in awe as the two gigantic constructs launched an unstoppable assault into the heart of the enemy army. Dozens of zombies were crushed, chopped or hurled into the air by every sweep of the massive blades. Undead saurians hurled themselves at this new foe, seeking to grapple with them. Gotrek dropped from the carnosaur’s carcass and trotted towards Felix, kicking severed heads and limbs out of his way petulantly. ‘They’re killing all my zombies,’ he snarled, gesturing at the stone warriors."- Gotrek and Felix: Seprhent Queen
BASIC DESCRIPTION
Towering above the skeleton legions of the tomb kings, mighty statues of ancient heroes and gods arch into battle. These stone titans (though sometimes made of bone) are the necrolith colossi, and none can stand before their onslaught. It is said that the oldest and most powerful colossi were created directly by the hands of the gods to protect the lands of invaders. Sine then, countless more stautes have been carved by the nehekarans from pillars of stone and into cliff faces. So common are they that every necopolis has at least one of these giants, and many have entire formations of them.  Necrolith Colossi stand noble and proud, and are bedecked in magnificent armor and decorations. Many resemble ancient heroes, while many others resemble the gods of old.
 Such is the mortuary cults obsession with death that some colossi were carved to resemble giant skeletons. These constructs are animated by the spirits of nehekaras greatest warriors, their souls bound to the stone after long and arduous rituals by dozens of liche priests. So powerful were the magics binding the warrior spirits to the stautes that they no longer need the incantations of the liche priests to prompt them into wakefulness. They automatically respond to the presence of invaders, shaking the dust of ages from their great forms as they stride into battle.
 Few can stand before the might of the necrolith colossus, let alone a whole formation of them. Their heaving footfalls sound a mighty drumbeat that heralds impending doom as they carve their way through regiments, sweeping aside warriors with their great weapons and crushing them underfoot. When the war statues of Nehekara march to battle, few can withstand their onslaught.
 == LOADOUT ==
Offense: These colossi wield the weapons typical of nehekaran soldiers, only much larger. Some wield swords 4 times the height of a man that can easily carve a knight and his barded steed in one strike, or sever the head of a dragon. Others wield huge maces, clubs, axes and spears of epic proportions. Some Necrolith colossi wield great bows that fire bolts larger than those typically found in artillery. In one famous instance, a gigantic dragon invaded khemri and was toppling pyramids under its massive bulk. A necrolith colossi strode forward and fired a single shot, piercing the flying beasts heart and ending its rampage. Against infantry, these arrows will carve through entire lines of soldiers.


“Then screaming and shouting began to echo out across the water. Looking over his shoulder, Kurt saw something that made him stop dead in the water.
                On the opposite clifftop stood a giant warrior, built from the bones of long-dead monsters, bound with bronze banding and clasped together with struts of deep red wood. It stood fifty feet tall to the top of its crested helmet, its spine made from melded animal skulls, its face oddly reminiscent of some colossal hunting cat. It wore a bronze breastplate studded with circles of turquoise and lapis lazuli, and long greaves upon its legs.
                In its hands, it held a bow some twenty feet long, its string the sinew taken from some huge creature of the southern deserts. From a quiver across its back, the immense skeletal giant pulled forth an arrow as large as a ship's bow sprint, fletched with black feathers. Pulling back the arrow on the string, it turned towards Jarlen's ship, which was still only a few hundred yards from the shore.
                It loosed the arrow across the sea, the gigantic spear speeding through the air to crash into the side of the longship, hurling men into the sea, splintering the row of oars. Another arrow swiftly followed, tearing through the sail and ripping down the upper mast, which fell onto the deck, crushing even more Norse. The ship foundered as a third immense bolt tore through the planking just above the water line. The ship came to a stop and began to settle heavily in the water, weighed down by the gold and gems the Norse had taken aboard.
                Slinging its bow over its shoulder, the bone giant began to climb down the cliff. It lowered itself into the water and turned and began to wade out, drawing a massive scimitar from a sheath hung at its waist. Some of Jarlen's surviving crew threw themselves from the sinking ship as the creature approached, hoping to swim to safety.
                Kurt could see Jarlen at the prow of his vessel, sword raised above his head in challenge to the giant construct. The creature swept its blade down and carved the front off the ship in a single blow, scything Jarlen in two and toppling the remnants into the sea. Another blow rent the longship down the starboard side, flinging men high into the air.
                As the longship sunk beneath the waves, the giant turned and pointed its massive sword back towards the beach. Kurt turned his gaze back to the land, and there, just above the waves, he saw the figure of King Nephythys, his golden spear held above his head, in a pose perfectly captured by the statue of him in the city. Bjordrin spluttered into wakefulness beside him, but Kurt's attention was fixed on the shore.
                'Do not disturb the eternal rest of King Nephythys, Hawk of the Skies, Sorrow of the Foe, Wielder of the Golden Blade,' Kurt muttered to himself.
                'What's that?' asked Bjordrin, following Kurt's gaze to look at the triumphant king.
                Kurt didn't answer for a moment, and his reply was more for himself than Bjordrin.
                'Not a threat,' he whispered. 'Not an order. A warning.'” –Blades of Chaos
Defenses: The natural durability of the stone that these giants are made of protects them from most mundane weaponry. Arrows and sword strikes impotently bounce of their hardend hide, leaving tiny cracks at best. Only artillery, powerful magics, huge monsters and enchanted weaponry have any chance of bringing them down.
===ADDITIONAL FACTORS===
Described in codex as a rare creation. One prominent city only had 12 of them. 

Necrosphinx

Mobility: 6, can glide
Training/Experience: 4
Max Range: Melee
Preferred Range: Melee

BASIC DESCRIPTION
The necrosphinx is a horrifying beast, and avatar of death and destruction that glides through the air before falling among their terrified prey, cutting down the living as a farmer reaps wheat of the field. Only when all of the enemies have been slain do they finally stop. The necrosphinx is an unusual mix of the mythical beasts that inhabit the nehekaran underworld. It has the face and torso of a man, the stinging tail of a scorpion, the lower body of a lion, and the wings of a falcon.  The Ancient Nehekarans believed that combining all of these forms would create the ultimate warrior, but many of the liche priests believed that they were abominations whose mere presence would curse the land. It is believed that they are not animated by the spirit of a noble warrior, but instead given life by ancient malevolent gods who use them to vent their fury on the physical world. It is only the incantations of servitude that keep them from turning on their masters.
 Nonetheless, their pure effectiveness cannot be denied. With a single stoke of their massive claws they can behead dragons and wyvrens, thick scaly skin doing nothing to stop them. Upon lesser troops, these claws reap a bloody toll on entire regiments. Just twelve of them could rout a greenskin army of thousands.
== LOADOUT ==
Offense: Necrosphinx arms terminate in massive blades that can easily slice through the flesh of great monsters. Against lesser troops, only the most powerful of enchanted armor has any chance of stopping them.
Some necrosphinx also have scorpion tails that drip with unnatural venom. This venom is so powerful that it can even break apart the magical bonds that hold the undead and daemons in the material world.
Defenses: Animated construct. Its massive stone form and armor protect against all kinds of mundane weaponry. Only the most powerful of weapons, giants or magical attacks can hope to stop them.
===Additional factors===
Despite their massive bulk, they are able to glide in great leaping bounds, crossing battlefields far faster than a creature of its size ought to be traveling . Along with the other extremely large Tomb King contructions, its described in codex as a very rare construction.


Khemrian Warsphinx


Mobility: 6
Training/Experience: 4-5
Max Range: Couple Dozen meters
Preferred Range: Melee
“The ratmen crashed against the towering statues like a black sea against indomitable cliffs and they died in droves. A doomwheel careened around and charged the first of the gigantic constructs, but the stone edifice smashed the infernal contraption into matchwood beneath its heavy claws. hundreds of skaven were burned alive as the leonine statues roared, belching forth cones of flame; rat-blood stained the salt plains as the undead crew brought their weapons down in sweeping arcs. caught between the two armies, the skaven were methodically butchered.”
The warsphinx of Khemri were originally constructed to guard the entrances to the kings inner sanctum. Other rkings saw this and demanded their own sphinx, and soon nearly every burial pyramid had at least one of these leonin statues, if not more. Some kings even had a sphinx stand guard over their own sarcophagi, and these warphinx would be extremely lavish. When the king awakens, he would lead his armies into the sunlight atop his guilded war statue.
In battle, the Khemrian Warsphinxes wade through the ranks for their foes as is they were naught more than bothersome insects. Scores of enemy soldiers are ripped apart by teeth and great stone claws, or incinerated by a powerful breath of baleful fire. Nothing short of a direct hit from artillery or a powerful spell will do more than bounce off of their stone hides. Atop each Warsphinx is an ornate howdah crewed by several tomb guard. They direct the mounts actions as if it were an extension of their own bodies, and butcher foes beneath with long bladed spears.
Offensive: Khemrian warsphinxes have a variety of weapons with which to slaughter their foes. Most are torn apart by teeth and claws, while others are incinerated at range by fiery breath. Each Warsphinx is different, as necrotecs are proud and constantly trying to outdo each other in the splendor of their works. Some Necrotecs equip their Spinxes with the tails of stinging scorpions that drip with eldritch venom.
Teeth, claws, stinging tails and even breath of fire are not the most horrifying weapons in its arsenal. when the warspinx rears up, any caught beneath its shadow are doomed. The warsphinx front legs crash down into the ground with supernatural force, instantly pulping those hit with direct impact into a red mist. . The resulting shockwave knocks foes off their feet, rupturing organs and cracking bones.
The Tomb guard in the howdah atop the warsphinx wield long bladed spears that can easily carve through enemies who are brave- or foolish- enough not to flee the charge of the animated beast.
“The dust was starting to thin out, and large, dark shapes could be seen stirring within its depths. More bits and pieces were flung from the cloud, like fragments scattered by the sweep of heavy blows.
The giants had nearly reached the curtain of dust. They raised their clubs and swung them in broad, ponderous sweeps, cutting roiling wakes through the shroud and revealing massive, leonine shapes whose flanks were the colour of the desert sands. One of them rounded on the giants and leapt forwards, paws outstretched.
It struck the giant in the chest, talons shattering the fused ribcage and digging furrows in the construct’s pelvis. The monster was easily as large as the giant, with a lion-like body and a powerful, lashing tail, but the head of the beast was not a lion. It had a russet mane and slitted yellow eyes, but the face was that of a man.
The sphinx bared massive fangs and lunged at the giant’s neck, snapping the knobbly vertebrae in a single, powerful bite. The construct toppled beneath the monster’s weight and the sphinx tore it apart with sweeps of its sabre-like claws.
More sphinxes leapt from the settling dust cloud, their pelts covered in crushed pieces of bone and pale shreds of tissue. They dashed among the remaining giants, too fast for their clumsy weapons to touch, and tore at their legs with tooth and claw. One by one, the constructs crashed to the ground and were ripped to pieces.
Clouds of arrows arced across the plain and landed among the sphinxes as the surviving archers drew into range. The monsters raised their heads and snapped at the arrows as though they were no more than stinging flies, and then returned to their grisly work.
(….)
One of the sphinxes seemed to leap lazily forwards among a knot of terrified slaves, crushing several beneath the weight of its paws and catching another in its fangs. The monster bit the slave in two, spat out the pieces, and then started to lunge for another victim, when suddenly the ground heaved around the struggling slaves and the sphinx jumped skywards like a startled cat.
Massive, low-slung figures erupted from the earth on either side of the sphinx. Jagged pincers the size of a grown man snapped at the monster’s legs, and segmented tails made of gleaming bone stabbed at the creature’s flanks with stingers as long as swords. Three bone constructs, wrought in the shape of huge tomb scorpions, surrounded the desert spirit and stabbed its flanks again and again, eliciting terrible, human-like roars of rage and pain.
The wounded sphinx retreated, dragging a paralysed hind leg and snapping defiantly at the scuttling constructs. The scorpions pressed forwards relentlessly, spreading out to attack the creature from three different directions at once. A sudden gust of wind across the plain kicked up a cloud of sand around the struggling figures and the sphinx’s pack mates attacked. The leonine monsters coalesced out of the swirling sands and leapt onto the scorpions, snapping at the constructs’ tails with their powerful jaws. Bone splintered and fragments were hurled into the air as the spirits savaged the constructs.
Within seconds, the ill-fated ambush was over. The six monsters paced around the shattered constructs for a few moments more, and then they turned their backs on the fleeing slaves and withdrew into the churning clouds of sand. Their dusky hides merged with the swirling dust, and then disappeared from view.
Arkhan studied the broken bodies of the scorpions and shook his head irritably. Six months of incantations and labour, all gone in moments. The vizier grimaced.
‘Well, we managed to hurt one of the beasts this time,’ he muttered bitterly. ‘That’s progress, I suppose.’ Amn-nasir grunted scornfully, which in turn triggered a fit of painful coughing.”- Nagash the Sorceror


Defensive: Warsphinx are made of stone and metal, and are extremely large. As such, they are extremely hard to injure, let alone destroy. Some versions have posioned stings or the ability to breathe fire, while others have howdahs on them full of archers. 
===Additional Factors===
When damaged, warsphinx can be healed even in battle if a Necrotect is nearby. If the Warsphinx is somehow destroyed in battle, its shattered remains can be collected by the necrotectand restored for future battles. This is not applicable in battle.
Heirotitan
Hierotitan seen in background

Mobility: 6
Training/Experience: 3
Max Range:  300 meters- 1 kilometer
Preferred Range: Melee

BASIC DESCRIPTION
Heirotitans were once guardians of the entombed Kings of Nehekhara that were meant to guide the royal spirit between the mortal realm and the underworld. They were massive statues whose faces were carved in the image of Usirian, and no expense was spared in their construction as they were lavished in gold and gems. The soul of a high liche priest whose mummified body is interred within the chest animates the construct and allows it to walk between worlds. In one hand, the heirotitan carries the Icon of ptra, the sun god. With this light they were to illuminate the path to the underworld and banish daemons and foul spirits that might try to claim the tomb kings soul. In the other hand, the titan holds the scales of Usirian that mortal souls are said to have been judged on. Both of these items are wrought with powerful incantations to protect the king, and they can both be used as weapons.
In battle, The Icon of Ptra unleashes devastating light magic attacks that sear and burn enemies as if caught in the rays of the sun. these are especially effective against daemons and undead. The scales of Usirian release ethereal claws that and tear out the souls of victims. Both of these attacks can devastate entire regiments of soldiers, yet this is not what heirotitans are most famous for. Instead, it is their status as a conduit between the realm of the gods and the realm of the mortals that makes them so important. When a Heirotian stirdes the battlefield, there was a direct link to the underworld and the magis of teh mortuary cult are leant great power. With a single spoken word they can summon skeletal hands to drag down entire regiments or enemy soldiers, or call upon a massive horde of undead insects to consume their foes alive.
                When Nagash killed Usirian and became the new god of death, the Heirotitans became his to command. While the presence of nagash trumps their status as conduits to the land of death, necromancers and liche priests are still leant more power when fighting in the presence of a heirotitan. They are best used as shock troops that relentlessly plow through enemy lines, sword strikes bouncing harmlessley off their stone bodies as they unleash their devastating magics.
== LOADOUT ==
Offense: The Icon of Ptra is a weapon that releases a powerful blast of searing light, easily capable of incinerating entire regiments. Since it draws upon light magic, it is especially harmful to undead, daemons and other creatures of darkness.
The scales of Usirian release ethereal claws that and tear out the souls of victims. This particularly devastating attack cannot be blocked with normal armor or durability, and only magical defenses will help.
Defenses: Heirotitans are typically made of stone, though brass and jade versions are also found. Combined with their massive size, they are extremely hard to destroy without artillery or powerful magics.
===ADDITIONAL FACTORS===
Described in codex as an rare creation.Hierotitans act as loci for death magic and any Liche Priest in their immediate vicinity (50m) gets a boost to their magical potency.
Khemric Titan

Mobility: 6
Training/Experience: 8
Max Range: 300 meters
Preferred Range: Melee
The Khemric titan is a legend even among the Tomb Kings, a giant, metallic scarab described as the size of a tower. They were created to stand guard against the most evil and terrible creatures of the Chaos Gods in the remote areas of the world. Powered by the death magic of entire dynasties entombed inside there are few foes that can handle the Khemric titan in combat. Furthermore they act as lodestones for death magic, and have stored a formidable amount in their systems.
In battle the Khemric Titan is a powerful engine of mass destruction. It can release centuries worth of magical accumulation on a whim, or deploy a myriad of offensive systems. Its massive, with armor superior to plate and the ability to magically heal itself. Enemies should be fortunate there are only a handful of them left….
LOADOUT
Offensive: At range it may periodically manifest a concentrated bolt of dust that can penetrate ranks like a ballista and turn those it touches into dust, or enshroud the enemy in dust to hurt ranged unit’s effectiveness. . In addition it can use its massive scythe-blades to slash through enemies, unleash a swarm of flesh-eating locusts through its jaws, try to eat them with its jaws, or unleash a soul-searing gaze on the nearest enemy unit, with their souls being sucked into the void if they are unable to resist.
Defensive: Is a massive, armored creature with armor better than plate and the ability to magically repair itself.
====ADDITIONAL FACTORS===
Exceptionally rare creature, much like the Necrofex Colossus.



1 comment:

  1. Just one thing i noticed, some of the blood knights themselves have turned to khorne and so they will be rather rare for UL. However, they still maintain a large (or at least very influential) force of vampire knights, the drakenhoff templars. Not sure if you were adding that to blood knights or putting them in their own category, as they don't share the same history as the true blood knights

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