Necromancers summon the dead to fight for them, hurling risen cadavers to join the fray in their name.
Necromancers are amongst the most cursed of all those who practice the magical arts, for they have exchanged their humanity for the ability to raise the dead and command them to wage war upon the living. Strange as it may seem, these depraved madmen have made this dread pact willingly. At the heart of each Necromancer's morbid obsession is the need to subjugate and punish those who have persecuted him in the past, regardless of the cost.
This unit has the following mount options
|Corpse Cart||A magnet to Dark Magic, the cart draws power from the land to raise the dead or improve their fighting prowess.|
|Corpse Cart (Balefire)||Its brazier burning with supernatural flames, the cart spits Warpstone – and the madness therein – upon enemy Wizards in its path.|
|Corpse Cart (Unholy Lodestone)||Some corpse carts have a great bell mounted upon them, its ominous knell drawing the dead back to shambling Unlife.|
|Nightmare||Sorcerous constructs of sinew, bone, and metal, empowered by magic.|
|Can Cause Fear||This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.|
|Encourage||This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.|
|Hide (forest)||This unit can hide in forests until enemy units get too close.|
|Undead||The unit is Undead (does not rout, immune to terror, becomes unstable when is low). It will suffer from attrition when moving through territory not owned by the Undead.|
|Master of the Dead||
Necromancers can not only marshall the dead, but leech the power from any souls fleeing their mortal remains.
The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects leaving naught but dust.
|The Curse of Undeath||
As the powers of Dark Magic are wielded for the purpose of Necromancy, its unwholesome energies invigorate the Undead.
|Curse of Years||
The Wizard spits out an ancient curse, causing their enemies to age at an incredible rate - their hair turning white and skin shrivelling up.
|Gaze of Nagash||
Bolts of Dark Magic leap from the caster’s eyes, withering flesh and blackening the bone beneath.
|Invocation of Nehek||
The caster intones the dread syllables once uttered by Nagash, restoring friendly targets.
Necromancers can awaken mortal remains to reinforce their Undead legions.
|Vanhel's Danse Macabre||
Friendly targets are filled with magical energy, making them even more aggressive!
|Wind of Death||
The Wizard calls forth spectral winds that howl through the enemy ranks, tearing their souls from their bodies.
|Cavalry & Chariots|
|Monsters & Beasts|
|Rare Monsters & Beasts|
|Artillery & War Machines|