Allegiance Abilities:
Battle Traits:
Unmatched Discipline: The legions of former citizens of Settra's new empire, bound to their animated mummified remains, obey their king's every command without question, putting the decades of training they perfected in life to such use that they can outfight any other soldier their size, living or dead.
Enemy units that do not have the Hero or Monster keywords must re-roll all hit rolls of 6 when fighting a unit with the Legionnaire keyword.
Ancient Incantations: The rituals performed by the Mortuary Priests to bind a lost Nehekharan soul to its new stone body are no simple Necromancer's tricks. They have been perfected over millennia, since the time of the World-that-Was, and render these constructs extremely difficult to destroy.
Halve the damage characteristic (rounding up) of weapons that target units with the Construct keyword, and halve the number of mortal wounds these units suffer from spells and abilities (rounding up).
Relentless Terror: For those who have earned the enmity of the King of Kings, his legions represent fear incarnate as they advance slowly but tirelessly towards them, as it is only now that the interlopers truly realise just who they have angered.
Units with the Nehekros Imperishables keyword cannot Run in the movement phase. However, these units do not need to take battleshock tests. In addition, enemy units must subtract 1 from their Bravery score for every Nehekros Imperishables unit within 12” of them.
Command Traits:
Dynastic Traits (Embalmed Kings and Embalmed Kings on Warsphinxes only):
1. Indomitable Will: Even when all seems lost, this king will refuse to surrender, reasoning that it is better to die by a barbarian's hand than live with the shame of letting him pass willingly.
Whenever this model suffers a wound or mortal wound, roll a dice. On a 5 or more the wound is ignored. If this model already has such a save, add 1 to the roll.
2. Ancient Strategist: The king is a tactical genius, continually one step ahead of his foes.
Once per turn, while this model is still alive, if an enemy unit within 18" of him moves, shoots or charges during your opponent's turn, you may perform an identical action with a friendly unit anywhere on the battlefield.
3. Ruthless Conqueror: This king has long believed in the principle of 'Conqueror's Rights', and is rightly confident that nothing will stand in his way for long.
Whenever an enemy unit on the battlefield is destroyed, you gain a command point.
4. Paranoid Usurper: After having his predecessor murdered, this king continually keeps one eye resting upon his most trusted advisors, in case they plan the same fate for him.
No friendly Mortuary Priest or Necrotect in the army may ever move to a location more than 12" away from this model. However, While there are one or more friendly Mortuary Priests or Necrotects alive, this model may re-roll all failed wound rolls in close combat.
5. Gifted with the Khopesh: A skilled swordsman, this king is a duellist without compare - woe betide any enemy commander who even contemplates crossing blades with him.
This model may may perform its close combat attacks at the beginning of the close combat phase, before any other units are picked to fight in that combat phase. This does not apply to any mount this model has.
6. Terrifying Visage: Even for a walking mummified corpse, this king is particularly repulsive to look upon.
All enemy units within 3" of this model suffer an additional -1 penalty to their Bravery characteristics.
Mortuary Traits (Mortuary Priests and Necrotects only):
1. Grand Hierophant: As the wisest and most powerful of his caste, this priest is revered by the soldiers who serve him and trusted by his king absolutely.
If the hero with this trait is a Mortuary Priest, he may cast and unbind two spells instead of one. If the hero is a Necrotect, he may cast and unbind one spell every magic phase, and knows the spells Arcane Bolt and Mystic Shield. In addition, whenever this model suffers a wound or mortal wound, pick a friendly Nehekros Imperishables unit within 12" of this model and roll a dice. On a 4 or more that unit suffers the wound instead.
2. Student of Nehekharan Lore: Especially fascinated by the writings and beliefs of Ancient Nehekhara passed down to the Mortuary Cult by Settra, this priest is continually eager to find out more about his ancestry.
This model may know two Incantations from the Prayers list instead of one. However, he may still only chant one of those prayers every hero phase.
3. Supreme Artisan: Learned in the arts of the Necrotects, this priest has a natural affinity with the stone constructs around him.
If this model moves into base contact with a friendly unit with the Construct keyword, he may perform enchantments to repair it. If he does so, at the end of the combat phase this unit recovers D3 wounds.
4. Court Physician: Gifted with the art of brewing healing drafts, the priest has become synonymous with being able to heal their sovereign's most grievous wounds.
If this model moves into base contact with a friendly Hero, he may prescribe the Hero a healing draft. If he does so, at the end of the combat phase that Hero recovers D3 wounds.
5. Master of Curses: Death and malady seem to follow this priest wherever he goes. Some suspect that he is really a servant of the Arch-Traitor, but many of those have not lived long since voicing their suspicions.
At the end of every combat phase, roll a dice for every enemy model within 2" of this model. On every roll of a 6 that model suffers a mortal wound.
6. Wheedling Sycophant: This priest is a constant thorn in the sides of others, continually following and mimicking his superiors in a futile attempt to become as skilled as they are. Sometimes this level of annoyance is so great that even the enemy are driven to distraction by him.
This model and all friendly heroes within 8" of it may not activate Command Abilities. However, at the start of every hero phase, roll a dice for every enemy unit and hero within 8" of this model. On every roll of a 6, your opponent loses a command point and you gain a command point.
Artefacts of Power:
Artefacts of Royalty (Embalmed Kings and Embalmed Kings on Warsphinxes only):
1. Amulet of the Hidden Dead: This charm has been bound with the souls of a whole regiment of Nehekrae troops. When rubbed with suitable pressure, it will release these souls back to their bodies lying beneath the desert sands.
At the start of the battle, before deployment, you may pick one unit in your army without the Monster keyword to be sleeping beneath the sands. In your hero phase, you may deploy this unit anywhere on the battlefield more than 3” away from any board edge and more than 9” away from enemy models. This unit must deploy in this way before the fourth battle round, or it is destroyed.
2. Khalidan Serpentstave: This staff can, at the bearer's command, transform into a hissing cobra that strikes enemies with fierce vigour. It displays an especial loathing of any creation of the Great Traitor.
At the end of each combat phase, if the bearer is alive and engaged in combat with one or more enemy units, pick an enemy unit the bearer is fighting. This unit suffers D3 mortal wounds (or D6 if it has the Death keyword).
3. Armour of Ages: This golden armour powers its wearer on through horrendous injuries with the force of untold aeons.
The wearer may add 1 wound to his profile, and may add 1 to his save rolls.
4. The Crown of Phakth: This diadem depicts Phakth, the ancient Nehekharan falcon god of the sky and justice, and grants the king a degree of this mighty god's valour and practicality in the heat of battle.
While the wearer is alive, at the beginning of your hero phase, roll a dice. On a 5 or more you receive 1 additional command point.
5. Sceptre of Royal Decree: This staff radiates the king's authority so that even the most stoic foe quails in his presence.
Whenever an enemy unit successfully charges the bearer or any unit within 3" of him, your opponent must re-roll the dice used.
6. Apophan Scarab Cloak: The king is constantly surrounded by a swarm of scarabs that can bewilder and terrify the enemy and carry the bearer aloft upon a tide of clicking wings.
If the bearer is not mounted, their Move characteristic is doubled and they may Fly. In addition, enemy units attacking the bearer in close combat must subtract 1 from their hit rolls.
Artefacts of Priesthood (Mortuary Priests only):
1. Golden Ankhra: Shaped to resemble the Ancient Nehekharan symbol of eternity, this pendant surrounds the wearer with protective energies.
While the bearer of this artefact is alive, discount the first wound this model suffers in each phase of each turn.
2. Khatepian Liche Staff: Made of the wood from one of the few deceased trees that loiter in the desert, this staff is a facsimile of that which belonged to Khatep, the Heirophant to Settra during the days of old Nehekhara, and has inherited a portion of his immeasurable power.
Once per turn, if this hero fails to successfully cast a spell or chant a prayer, you may re-roll all the dice used.
3. Sorcerous Kanopi: When this jar is opened, all magical energy is sucked into it, draining the magicks of the foe.
Once per battle, you may declare that the model this artefact belongs to is going to open the kanopi. If it does so, all Endless Spells currently in play are dispelled.
4. Staff of Mastery: This copper staff draws energy from the Winds of Magic, allowing the Priest to empower his enchantments further.
When this model casts a spell, you may add 2 to the casting result.
5. Hieratic Jar: This container, sealed and bound with glyphs of power, contain the remains of a deceased Mortuary Priest, which have preserved some of the magical energy he once possessed.
Once per battle, in your hero phase, you may declare that the model this artefact belongs to is going to open the jar. If it does so, the model may cast an additional spell this turn.
6. Staff of Ravening: This staff summons a swarm of flesh-eating locusts to tear nearby enemies to shreds.
The bearer knows the spell LOCUST PLAGUE in addition to any other spells they know.
LOCUST PLAGUE
Locust Plague has a casting value of 7. If successfully cast, roll a dice for each enemy unit within 12" of the bearer. Add 1 to each roll for every enemy unit other than the unit rolled for within 12" of the bearer. For every roll of a 6 or more, the unit rolled for suffers D3 mortal wounds. In addition, all enemy units within 12" of the bearer may not perform shooting attacks until your next hero phase.
Artefacts of Craftsmanship (Necrotects only):
1. Icon of Dominion: Through this amulet, the Necrotect has supplemented the anima of nearby constructs with his own soul, allowing him to will these stone behemoths further onwards.
All Nehekros Imperishables units with the Construct keyword within 12" of the bearer may run in the movement phase.
2. Ramhotepian Lash: With every crack of this jaded whip, the souls of the slain are drawn into the bodies of constructs to keep them animated.
Whenever an enemy unit suffers an unsaved wound from attacks made by this model, pick a friendly Nehekros Imperishables Construct unit. That unit may recover a wound lost earlier in the battle.
3. Golden Eye of Ra-Nutt: This sigil, when carved into the body of an animated statue, imbues it with such power that missiles of all descriptions patter harmlessly off its stone hide.
At the start of the battle, pick a friendly Nehekros Imperishables Construct unit that will have the symbol of the Eye carved into it. That unit may worsen the rend of all shooting attacks that target it by 1, so long as the Necrotect this artefact belongs to is alive and on the battlefield.
Prayers:
1. Khsar’s Incantation of the Desert Wind: Beseeching the blessings of the Nehekharan god of the desert, the Priest summons a howling desert storm to shift his allies forward upon a surf of sand.
At the start of your Hero Phase, one model that knows this prayer can chant it. If they do so, make a prayer roll by rolling a dice. On a 3+ the prayer is answered. If this prayer is answered, pick 1 friendly unit that cannot fly wholly within 18" of this Priest. This unit may move double its normal Move value in the movement phase.
2. Tahoth's Incantation of Wisdom: Imbuing his allies with the knowledge of the ibis-headed scholar god, the Priest grants his peers superior tactical judgement.
At the start of your Hero Phase, one model that knows this prayer can chant it. If they do so, make a prayer roll by rolling a dice. On a 3+ the prayer is answered. If this prayer is answered, pick 1 friendly Hero wholly within 12" of this Priest. Until your next hero phase, the first time this hero uses a Command Ability, do not spend a Command Point.
3. Ptra’s Incantation of Restoration: Invoking the glorious name of the ancient Nehekharan sun god, the Priest summons a healing light that repairs stone and reanimates bones.
At the start of your Hero Phase, one model that knows this prayer can chant it. If they do so, make a prayer roll by rolling a dice. On a 4+ the prayer is answered. If this prayer is answered, pick 1 friendly unit wholly within 12" of this Priest. Heal D6 wounds to this unit. This cannot take the unit beyond its starting size.
4. Djaf's Incantation of Cursed Blades: Calling upon the jackal-headed god of the underworld, the Priest imbues his allies' weapons with the very essence of death.
At the start of your Hero Phase, one model that knows this prayer can chant it. If they do so, make a prayer roll by rolling a dice. On a 4+ the prayer is answered. If this prayer is answered, pick 1 friendly unit wholly within 18" of this Priest. Whenever this unit rolls a 6 or more when attacking with one of its melee weapons, the target enemy unit suffers 1 mortal wound in addition to the damage normally caused by this attack.
5. Usirian's Incantation of Vengeance: Commanding the ire of the Nehekharan death god, the Priest banishes the soldiers of the foe to the underworld.
At the start of your Hero Phase, one model that knows this prayer can chant it. If they do so, make a prayer roll by rolling a dice. On a 5+ the prayer is answered. If this prayer is answered, pick 1 enemy unit wholly within 16" of this Priest. The unit suffers D3 mortal wounds, or D6 if it has the Death keyword. In addition, the enemy unit subtracts D3 from its movement value and must re-roll all successful charges until your next hero phase.
6. Neru’s Incantation of Protection: Appealing to the love of the wife of Ptra and goddess of the moon, the Priest bathes his allies in shimmering moonlight, rendering them near-impossible to hit from afar.
At the start of your Hero Phase, one model that knows this prayer can chant it. If they do so, make a prayer roll by rolling a dice. On a 5+ the prayer is answered. If it is answered, pick a friendly unit within 18” of this Priest. Until your next hero phase, worsen the rend and damage of all missile weapons that target this unit by 1.
Royal Cities:
Khepra: The seat of the King of Kings, Khepra, in the heart of Ghur, is the largest and strongest of the Nehekrae cities, continually patrolled by Legionnaires and Animated Constructs who answer directly to Settra himself.
Abilities:
Unyielding Phalanxes: Trained upon the orders of Settra himself, the Legionnaires of Khepra fight in ultra-disciplined phalanxes that work in concert to repulse the foe.
Each unit of Khepra Settran Legionnaires within 3” of another unit of Khepra Settran Legionnaires may add 1 to their save rolls.
Command Ability:
Serve the King well: The general commands his followers to fight all the harder to earn the commendation of the King of Kings.
A model with this command ability may use it in the combat phase. If it does so, pick 1 friendly Khepra Nehekros Imperishables unit that is in combat and is wholly within 18” of this model. That unit may re-roll all hit and wound rolls of 1.
Command Trait:
Hand of the King: Settra, if it is not he himself who leads this host, has personally blessed the commander of this army, and has absolute trust in him to do his royal bidding.
A Khepra army led by a general with this trait starts the battle with an additional Command Point.
Artefact of Power:
The Destroyer of Eternities: A weapon from Settra's personal armoury, the Destroyer of Eternities need only nick the foe to send them crumbling into dust forever.
The model equipped with this artefact must choose one of its melee weapons to be the Destroyer of Eternities (Mount weapons cannot be chosen). If an enemy model suffers one or more wounds from this weapon, but is not slain by it, the opposing player must roll a dice at the beginning of every hero phase in which the enemy model is still alive. On a 1, the model is instantly removed as a casualty.
Anhak: Built in a clearing in the Realm of Ghyran, the city of Anhak is the newest territory to have shown support for the King of Kings. Due to the life magic prevalent in this realm, the Legionnaires here undergo a constant state of regeneration, their mummified organs healing themselves back to their living state. This, however, does nothing to alter their fearlessness and loyalty to Settra, which is constantly put to the test as Alarielle, the self-proclaimed queen of this realm, regularly leads armies to attack Anhak with the intention of eliminating the foothold in this land accrued by the True King.
Abilities:
Living Legionnaires: Unlike its fellow Royal Cities, the city of Anhak commands rank upon rank of living Nehekrae, whose devotion to their homes, families and their King knows no bounds. Though these men are of flesh and blood, the Realm of Life does much to grant them similar resilience to their undead comrades from other cities.
All units with the Legionnaire keyword in an Anhak army must subtract 2 from their Bravery characteristic and must take Battleshock tests if they suffer one or more casualties. However, these units may run in the movement phase and whenever one of these units suffers a wound or mortal wound, roll a dice. On a 5 or more the wound is ignored.
Command Ability:
Repulse the Barbarians: At the commander’s word, the Legions of Anhak make a concerted effort to push the enemy back.
You can use this command ability in the combat phase before a friendly Anhak unit within 16” of a hero with this command ability makes its attacks. If you do so, any enemy units that failed a Battleshock test while fighting this unit must immediately retreat after models have been removed as a result of Battleshock. This counts as the unit’s move for its next turn turn, and it may not shoot or charge in its next turn.
Command Trait:
Entropic Weaponry: Originally intended to fare better against the tree spirits that blight Ghyran, the general’s weapons are enchanted to cause any armour it touches to degrade and destruct.
Improve the rend of all the melee weapons wielded by an Anhak general by 1 (Mount weapons are unaffected).
Artefact of Power:
The Sacred Blade of Anhak: Imbued with the magic of Ghyran, the Sacred Blade of Anhak allows the wielder to steal the souls of those he slays to repair his own withered body.
Whenever a model wielding the Blade of Anhak inflicts a wound upon an enemy model, they may immediately recover a wound lost during the battle.
Monqatar:
Abilities:
Statues of Shifting Gold: Monqatar in Chamon is devoid of any naturally-occurring stone. However, the ingenuity of its inhabitants has led to the creation of animated statues fashioned entirely from metal.
You may re-roll all failed save rolls for any Construct units in a Monqatar army.
Command Ability:
Topple Their Crude Shrines: The commander orders the metallic statues he leads to tear asunder the buildings in which his enemies cower.
You can use this command ability when a unit with the Monqatar Construct keywords within 18” of a hero with this command ability charges into an enemy unit that is in cover. If you do so, roll a dice. On a 1 or 2 nothing happens. On a 3 or 4 the scenery piece acting as cover is destroyed. On a 5 or 6 the scenery is destroyed and every unit (friendly and enemy) within 1” of the scenery piece suffers D3 mortal wounds.
Command Trait:
Exalted Construct: Encased in golden armour from head to foot, the general of this army has more in common with the animated statues he commands than with the people he rules.
This hero gains +2 Wounds, and is given the Construct keyword if he does not already have it.
Artefact of Power:
The Breastplate of Khutep III: The paranoid king Khutep III constantly feared for his life amidst what he perceived as a sea of potential traitors, so he bade a group of Duardin metalsmiths to fashion an ingenious golden breastplate embedded with runic magic that could keep the wearer's soul alive even if his body was destroyed. It worked, for even as his ruthless Grand Vizier slew the king in his sleep and took the breastplate and other treasures from him, the spirit of Khutep remained to drive the usurper mad.
In every one of your hero phases, you must roll a dice for the Hero wearing the Breastplate. On the roll of a 1 or 2, he is locked in a mental battle with Khutep and may do nothing this turn except fight in close combat. On a 3 or more the hero may act as normal. Regardless of the result of the roll, whenever the hero suffers a wound or mortal wound, roll a dice. On a 4 or more the wound is ignored.
Lybaros: The Nehekrae and Imperishables of Lybaros worship the Nehekharan sun god Ptra above all others, for they live in the Realm of Light, and feel they are continually touched by his presence.
Abilities:
Chosen of Ptra: Denizens of Hysh, the cohorts of Lybaros shimmer with the light of great Ptra himself.
Enemies shooting at units in a Lybaros army must subtract 1 from their hit rolls.
Civilised Allies: The Lumineth Realmlords are one of the few peoples the kings of Lybaros see as equals, for they share their desire to preserve and encourage civilisation.
A Lybaros army may take allies from the Lumineth Realmlords faction.
Command Ability:
Tremble before the Righteous: The Commander threatens the enemy with the promise of eternal damnation in the underworld if they do not rescind their violence against the legions of Ptra.
You can use this command ability in the move phase if an enemy unit moves within 12” of a hero with this command ability. If you do so, that enemy unit must immediately take a Battleshock test.
Command Trait:
Enlightened Champion: Believing he has been blessed by the speed of Ptra’s eternal light, the commander seems to preternaturally sense where enemy attacks are coming from, deflecting them away before they can do him harm.
Whenever an enemy unit makes a shooting or melee attack against the general of this army, they must reroll all successful hit rolls.
Artefact of Power:
Ptra’s Burning Gaze: Imbued with the holy light of the Nehekharan Sun God, the hero’s eyes produce burning rays of energy that turn nearby foes to ashes.
In your shooting phase, pick an enemy unit within 16” of this hero and roll a dice. On a 4 or more, that unit suffers 2D3 mortal wounds.
Memphara: The kings of this city in the heart of Aqshy are violent, treacherous and bad-tempered, even by Nehekrae standards. They possess a desire to exterminate and subjugate that rivals that of Settra himself, and though they remain loyal to the King of Kings for now, it is these monarchs who are the most likely to be planning a scheme to overthrow him.
Abilities:
Burning Blades: The weapons of the Legions of Memphara are eternally aflame, and sear and burn any foe who dares to survive their initial blows.
At the end of every combat phase, roll a dice for every enemy model that has suffered one or more wounds from melee attacks made by a Memphara unit, but has not yet been slain. On a 6, that model suffers an additional mortal wound.
Command Ability:
Wipe them out... all of them: The general of the army gives an executive order for his servants to leave none alive, as befits the rules of war against the inferior races.
You may use this command ability in the movement phase on all units within 12” of a model with this command ability. If you do so, whenever one of these units completely destroys an enemy unit in close combat, you receive a Command Point and the unit gets to make a free move. This does not count as their full move in the next friendly move phase.
Command Trait:
Conqueror’s Avarice: The commander is eternally driven to lead his legions into new lands and subjugate any of their inhabitants who dare challenge the rule of Settra.
Whenever the general of a Memphara army destroys an enemy unit, he gets to make a free move. This does not count as his full move in the next friendly move phase.
Artefact of Power:
Poisons of Sokth: No less experienced in the art of subtle assassination than in outright warfare, the hero has coated his weapons in lethal Mortuary Scorpion venom.
Whenever the model with this artefact rolls a 6 or more when determining if they hit the enemy in the combat phase, add 2 to the Damage characteristic of this attack.
Allies
A Nehekros Imperishables army make take Allies from the following factions: Cities of Sigmar, Fyreslayers, Kharadron Overlords.