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====Named Characters==== *'''Nagash, Supreme Lord of the Undead:''' (955pts, Behemoth) Of course, your massive Skelepope remains the mightiest and most powerful of heroes, costing about half of an average army's allotment. Not only does he know every spell in the Lore of the Underworlds (plus the two he personally owns), but he can also control the entire magic phase thanks to all of his special boons. On top of this, he's also able to raise 3 wounds worth of models (plus another model due to a separate buff for your spells) for up to 5 different {{AOSKeyword|Summonable}} units, making him a very powerful support. This does unfortunately leave him being relatively fragile for such a massive model with 16 wounds and a 3+ save with a 4++ ward against mortal wounds. This makes him very vulnerable to any artillery and enemy monsters that can throw a punch. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lady_Olynder.pdf Lady Olynder, Mortarch of Grief]:''' (215pts, {{AOSKeyword|Emerald Host}}) First new Mortarch since the End Times and your faction leader, making her always general. She is all about dealing mortal wounds on the enemy in multiple ways: is surrounded by banshees that deal 6 Spirit Host attacks in melee and in every shooting phase picks an enemy unit within 12" and inflicting mortal wounds on it on a 2+ roll (the wounds are equal to the roll result) and then heals D3 wounds on herself if she managed to kill at least a model. Her exclusive spell takes an enemy unit and gives it -1 to their hit rolls and +1 to the hit rolls made against it in melee, and once per battle she can raise d6 wounds worth of models for every {{AOSKeyword|Summonable}} unit on the board. In addition, she has a 12" bubble that lets her negate enemy commands issued on a 5+, letting the enemy waste their command points while you can keep pressing your advantages. If you're looking for a support general it's a toss up between this and a generic general with Ruler of the Spirit Hosts - RotSH can heal multiple models from one unit rather than one per unit, but importantly doesn't use a command point. Olynder isn't really a support unit like her model suggests; she's an assassin that you drop in to your enemies backside or deathstar and wreak havoc upon them with mortal wounds, your other units have better damage-to-point ratio but since hers is almost entirely with mortal wounds you bypass a lot of those 3+/2+ saves with rerolls fuckers that you have a hard time with. ** Be careful using this gal. While 7 wounds with a 4+ unrendable save and a 4+ ward is good, the fact that she needs to be fairly close to the fighting makes her more vulnerable. ** Unlike the mounted Mortarchs, Olynder isn't a monster and does benefit from the Look Out Sir, which coupled with her unrendable save and ward increases her survivability. Despite that, her low wound count and lack of healing makes her debatably the squishiest Mortarch compared to Arkhan (14 wounds, "heal up to six wounds a turn if he kills something in combat", 3+ armor, 6+ ward and rocking a 3 wound auto-heal per turn), Katakros (20 wounds, 3+ armor, 6+ ward and the option to auto-heal 3 wounds on himself a turn), Mannfred (14 wounds, 3+ armor, healing up to 6 wounds a turn if he kills anything in CC, 6+ ward and negating the first wound or mortal wound he suffers in each phase) and Neferata (14 wounds, 3+ armor, healing up to 6 wounds a turn if she kills anything in CC, 6+ ward, her immune to rend spell and her 1- hit debuff aura). **<ASSEMBLY TIP> Gaps ahoy! There is a bulb that helps you to align the 3 pieces that make up her veil and headpiece. Snip that bulb off so you can still get rid of gaps whilst keeping her entire veil as a subassembly for easier painting. Her entire assembly is also resting on one single damned stalk of her gown. Find a way to stabilize her if you don't want to be the one grieving. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Kurdoss_Valentian.pdf Kurdoss Valentian, The Craven King]:''' (180pts, {{AOSKeyword|Grieving Legion}}) The General Killer. Usurper. Nagash's Monument to Dickishness. A flying beatstick with a very good but unreliable debuff. He has 6 Spirit Host attacks like his wife, his other weapon in melee is the Sepulchral Sceptre, a weapon with 5 attacks on a 3+/3+/-3/3, a hefty boost with the new battletome. Also, in each enemy hero phase, when they get their command point you can steal it on a 5+ roll, which means a lot more with all the commands that now populate the game. There's really not much else to say about him, fly him into your enemies behind and wreck face. ** When Kurdoss was first resurrected he said "Kurdoss does not serve!", "But neither does he rule!" said the two Servants beside him and they laughed! ** Unfortunately as neat as he is at being a combat character, he does little to nothing for the army outside of CP stealing. Thus he tends to be overshadowed by nearly all the other leaders with the lack of synergy buffs. Plus 7 wounds, even with ethereal, isn't exactly too tough. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Reikenor_the_Grimhailer.pdf Reikenor the Grimhailer]:''' (165pts, {{AOSKeyword|Grieving Legion}}) Both a warrior and a wizard. Gets a souped-up version of the scythes we saw on Cairn Wraiths, Hex-wraiths and Grimghast reapers, getting a1 to hit and wound enemy wizards and priests plus dealing automatic wounds on a hit roll of 6. His spell deals D3 mortal wounds on an enemy unit within 12", plus D3 more if the first ones killed something. When casting, can either deal 1 mortal wound to an enemy within 12" or himself, getting respectively +1 or +3 to the cast roll. Consider using this guy to cast your Endless Spell, just in case your opponent wants to dispel it. ** Since you can't ally in Arkhan outside of a Grand Alliance: Death army, and Arkhan no longer gains the spells of nearby '''DEATH''' wizards, Reikenor is definitely your go-to caster for Nighthaunt. *'''Awlrach the Drowner:''' ({{AOSKeyword|Grieving Legion}}) A surprise new hero for the new battletome. He's also pretty flimsy with 7 wounds but he's a quite nimble at 10" and his weapon has a 3" reach and 3+/3+/-2/d3. His charges make his weapon even deadlier by dealing d3 extra attacks and dealing d3 mortal wounds on the target of his charge, making him another usable assassin, though without magic. All he does get is a command ability that allows him to redeploy a squad each movement phase, which is insanely useful for setting up your army. *'''[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_thorns_of_the_briar_queen_en.pdf The Briar Queen]:''' (175pts) Must include her Thorns of the Briar Queen. The first Mirrorghast Banshee, she's a wizard with 3 ranged attacks with -3 rend, hitting and wounding on 3s... sadly, only doing 1 damage each, breaking the numerical focus. Her melee attack hits at 3", hitting and wounding on 3 as well, -2 rend, doing D3 wounds. Her unique spell hits all enemies 6" of a point 18" away from her; if the roll is either greater than the target's Move value, or a double, it suffers a mortal wound and has halved movement until her next hero phase.
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