UNIT REMAKE PART FOUR: UNDEADUNDEAD Armoury:
One-handed: Handweapon, Handblade, Handblunt, Flail, Spear, Lance.
Two-handed: Poleaxe, Spearaxe, Pike, Greatsword (Rare).
Ranged: Javelin, Shortbow, Self-bow, Longbow, Crossbow, Arbalest, Arquebus (Rare), Throwing knife (Rare), Pistol (Rare).
Armour: Light, Medium, Heavy, Half-plate, Full plate (Rare).
Shields: Buckler, Shield, Pavise.
Mounts: Skeletal horse, Nightmare, Hellsteed, Abomination, Skeletal drake, Skeletal dragon.
Barding: Light, Heavy, Plate (Rare).
War Machines: Onager, Mangonel, Trebuchet, Falconet, Culverin, Mortar, Ballista.
0-1 VAMPIRE COUNT Powerful vampire, often active in warfare or in the human court. They hail from a variety of bloodlines and are as so quite diverse personalities, but what they tend to have in common is an indomitable willpower, physical power superior to any human and capable skills in the Dark Arts. [/b][/tr]
[tr][td]Vampire Count[/td][td]6[/td][td]7[/td][td]5[/td][td]4[/td][td]4[/td][td]3[/td][td]6[/td][td]4[/td][td]10[/td][/tr][/table]
Equipment: Have access to the Undead Armoury. May be mounted.
Magic: A Vampire Count is a level 1 Wizard, and may be upgraded to a level 2 for +35 pts. Uses the lore of Death or Shadow.
Options: May purchase up to two Traits.
Special Rules: Undead.
VAMPIREA newly created vampire. Typically rather impulsive, but stronger than most normal humans. Their purpose within a warband is extremely diverse, but they often serve as a retinue for a Vampire Count or as leaders for units. [/b][/tr]
[tr][td]Vampire[/td][td]5[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]2[/td][td]5[/td][td]3[/td][td]7[/td][/tr][/table]
Equipment: Have access to the Undead Armoury. May be mounted.
Options: May purchase a single Trait.
Special Rules: Undead.
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0-1 MASTER NECROMANCER These are the leaders of Necromancer Cabals, ancient and often withered men of immense power. They are capable of raising entire armies, but tend to be relatively cautious of risking their own lives unlike the so often power-hungry vampire lords. Restricted to one per section of 1000 pts.[/b][/tr]
[tr][td]Master Necromancer[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]4[/td][td]3[/td][td]2[/td][td]1[/td][td]9[/td][/tr][/table]
Equipment: Have access to the Undead Armoury. May be mounted.
Magic: A Master Necromancer is a level 3 Wizard, and may be upgraded to a level 4 for +35 pts. Uses the lore of Death or Shadow.
Options: May purchase up to two Traits.
Special Rules: I'm not dead!
NECROMANCER Coughing old men, cackling crones, hedge wizards, skeletal mages and fledgling batshît sorcerers. Necromancers are the most common cause of an undead infestation, and can be found scattered around the Old World and bunched up like pack rats in Sylvania. Most undead warbands have one or more of these wizards with them, willing or unwilling, to deal with the every-day raising of fresh warriors. [/b][/tr]
[tr][td]Necromancer[/td][td]4[/td][td]2[/td][td]2[/td][td]3[/td][td]3[/td][td]2[/td][td]2[/td][td]1[/td][td]7[/td][/tr][/table]
Equipment: Have access to the Undead Armoury. May be mounted.
Magic: A Necromancer is a level 1 Wizard, and may be upgraded to a level 2 for +35 pts. Uses the lore of Death or Shadow.
Options: May purchase a single Trait.
Special rules: I'm not dead!
I'm not dead!: Necromancers are usually more or less alive, but when raised from the dead some evil wizards retain their powers and a fraction of their own will. If you wish, your Necromancers may be Undead. This must be modelled appropriately.
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SKELETON KINGAncient kings raised from the dead, as mighty in death as they were in life. They have an inherit ability to command other undead warriors, and are often accompanied by their private retinues of elite soldiers. [/b][/tr]
[tr][td]Skeleton King[/td][td]4[/td][td]5[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]4[/td][td]4[/td][td]10[/td][/tr][/table]
Equipment: Have access to the Undead Armoury. May be mounted.
Options: May purchase up to two Traits.
Special Rules: Undead.
SKELETON CAPTAINAncient champions, vassals, knights and heroes brought back from the dead. They often lead units of other skeleton warriors.[/b][/tr]
[tr][td]Skeleton Captain[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]2[/td][td]3[/td][td]3[/td][td]9[/td][/tr][/table]
Equipment: Have access to the Undead Armoury. May be mounted.
Options: May purchase a single Trait.
Special Rules: Undead.
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WRAITHS The remains of evil wizards who dabbled in the Dark Arts in life. Desperate to keep themselves alive, they used a variety of enchantments and incantations to protect themselves from ageing. Their methods are crude compared to the original method used in ancient Khemri however, and these wizards almost always end up as spectres and ghosts. [/b][/tr]
[tr][td]Wraith[/td][td]6[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]2[/td][td]2[/td][td]2[/td][td]7[/td][/tr][/table]
Equipment: Have access to the Undead Armoury. May be mounted.
Magic: A Wraith is a level 1 Wizard. Uses the lore of Death or Shadow.
Options: May purchase a single Trait.
Special Rules: Undead; Ethereal; Cause Fear.
INFANTRY:LESSER SKELETONS Hastily reanimated skeletons. While daft and sluggish, they tend to be better fighters than zombies, and are often raised in masses from nearby graves to bolster the ranks of the skeleton warriors.[/b][/tr]
[tr][td]Lesser Skeleton[/td][td]4[/td][td]2[/td][td]2[/td][td]3[/td][td]3[/td][td]1[/td][td]1[/td][td]1[/td][td]3[/td][/tr][/table]
Unit size: 5+
Equipment: Have access to the Undead Armoury. May be mounted.
Options: None.
Special Rules: Undead; Mindless.
Mindless: Lesser Skeletons may not use formations. In addition, they may not use arquebuses, and any flail, handblunt or handblade used by them will count as a simple handweapon. Bows used by them loses their Multiple Shots x2, and greatswords used by them do not have the Spear Breaker ability.
SKELETON WARRIORS Skeleton warriors require more necromantic preparation than lesser skeletons before being sent into battle, but retain a sense of self-consciousness and faint memories of battles, making them more capable fighters than their sluggish brethren.[/b][/tr]
[tr][td]Skeleton Warrior[/td][td]4[/td][td]2[/td][td]2[/td][td]3[/td][td]3[/td][td]1[/td][td]2[/td][td]1[/td][td]4[/td][/tr][/table]
Unit size: 5+
Equipment: Have access to the Undead Armoury. May be mounted.
Options: Have access to Sergeants, Champions, Marksmen, Hornblowers, March Drummers and Standard Bearers.
Special Rules: Undead.
SKELETON KNIGHTS Powerful skeletal knights and experienced soldiers, often the retinue of an ancient king. The rituals to awaken them with their memories of battle still relatively intact is advanced and time-consuming, but when done correctly this creates some of the most potent animated skeletons available to a necromancer.[/b][/tr]
[tr][td]Skeleton Knight[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][/tr][/table]
Unit size: 5+
Equipment: Have access to the Undead Armoury. May be mounted.
Options: Have access to Sergeants, Champions, Marksmen, Hornblowers, March Drummers and Standard Bearers.
Special Rules: Undead.
ZombiesBrains...[/b][/tr]
[tr][td]Zombie[/td][td]3[/td][td]1[/td][td]0[/td][td]3[/td][td]3[/td][td]1[/td][td]0[/td][td]1[/td][td]2[/td][/tr][/table]
Unit size: 10+
Equipment: None.
Options: None.
Special Rules: Undead; Braindead.
Braindead: Zombies will always strike last. If fighting other units with the same ability, zombies will still strike last, and that's that. The only exception to this rule is when they fight other zombies, then they strike simultaneously. In addition zombies may never use any kind of equipment, or use any formations.
DREGGS Ghouls, cannibals, thralls, degenerates and disgusting freaks in general. Can also be peasants or militiamen forced to fight for their undead masters. These creatures often perform as servants rather than warriors, but exceptions are plentiful. [/b][/tr]
[tr][td]Dregg[/td][td]4[/td][td]2[/td][td]2[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]6[/td][/tr][/table]
Unit size: 5+
Equipment: Have access to the Undead Armoury.
Options: Have access to Champions, Marksmen and Hornblowers. May Skirmish, Raid and/or Scout for +1 pt/model.
Special Rules: None.
BAT SWARM Undead armies are often accompanied by large swarms of bloodthirsty bats, clouding the sky and acting as a terrible annoyance for their enemies.[/b][/tr]
[tr][td]Bat Swarm[/td][td]1[/td][td]2[/td][td]0[/td][td]2[/td][td]2[/td][td]4[/td][td]1[/td][td]4[/td][td]3[/td][/tr][/table]
Unit size: 3-10 bases
Equipment: None.
Options: None.
Special Rules: Flying Unit (10"); Swarm.
DIRE WOLVES Large undead wolves and hounds, often used by vampires to hound the enemy and spread panic. May be anything from rotting carcasses to ghosts.[/b][/tr]
[tr][td]Dire Wolf[/td][td]9[/td][td]3[/td][td]0[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]6[/td][/tr][/table]
Unit size: 5+
Equipment: None.
Options: Have access to Champions. May Skirmish for +1 pt/model.
Special Rules: Undead.
FELL BATS Large, undead bats. Rumours tell them to be half-vampires, and so they are also known as vampire bats.[/b][/tr]
[tr][td]Fell Bat[/td][td]1[/td][td]3[/td][td]0[/td][td]3[/td][td]3[/td][td]2[/td][td]3[/td][td]2[/td][td]6[/td][/tr][/table]
Unit size: 3+
Equipment: None.
Options: None.
Special Rules: Undead; Flying Unit.
GHOSTS 6 pts/model
Various spectres, ghosts, spirits and other insubstantial, angry creatures that are generally very, very unpleasant to try and fight against.[/b][/tr]
[tr][td]Ghost[/td][td]6[/td][td]2[/td][td]0[/td][td]2[/td][td]3[/td][td]1[/td][td]1[/td][td]1[/td][td]6[/td][/tr][/table]
Unit size: 10+
Equipment: None.
Options: None.
Special Rules: Undead; Ethereal; Cause Fear.
BANSHEE 75 pts/model
The restless spirits of evil women, wailing their bitterness and hatred for all living beings. Their screech is lethal to feeble minds.M WS BS S T W I A Ld
6 3 0 3 3 2 4 2 8
[/b][/tr]
[tr][td]Banshee[/td][td]6[/td][td]3[/td][td]0[/td][td]3[/td][td]3[/td][td]2[/td][td]4[/td][td]2[/td][td]8[/td][/tr][/table]
Unit size: Single model.
Equipment: None.
Options: None.
Special Rules: Undead; Ethereal; Cause Fear; Ghostly Howl.
LYCANTHROPES Lycanthropic humans are scattered across the Old World, often banding together in tribes or villages. Most of them are quite twisted after being hunted as evil monsters their whole lives, and sometimes join an Undead warband for a sense of acceptance and payback on those who hurt them. Transformed:
[/b][/tr]
[tr][td]Lycanthrope[/td][td]5[/td][td]3[/td][td]0[/td][td]4[/td][td]4[/td][td]1[/td][td]4[/td][td]2[/td][td]7[/td][/tr][/table]
Untransformed:
[/b][/tr]
[tr][td]Lycanthrope[/td][td]4[/td][td]2[/td][td]2[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]5[/td][/tr][/table]
Unit size: 5-10
Equipment: Have access to the Undead armoury, but any equipment bought may not be used while transformed.
Options: Have access to Champions, Marksmen and Hornblowers.
Special Rules: Skirmishers; Move Through Woods; Blood Moon.
Blood Moon: During the night, Lycanthropes fight with their Transformed profile. During the day, the use the Untransformed profile. Roll for the hour of the fight as normal, unless you and your opponent want to decide it.
WAR MACHINE CREW Enslaved peasants, dreggs, skeletons and other creatures who can handle a war machine. Sort of.A War Machine Crew consists of Dreggs and/or Skeletons. Their equipment is as written below, not from their original profiles.
[/b][/tr]
[tr][td]Dregg[/td][td]4[/td][td]2[/td][td]2[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]6[/td][/tr][/table]
[/b][/tr]
[tr][td]Skeletons[/td][td]4[/td][td]2[/td][td]2[/td][td]3[/td][td]3[/td][td]1[/td][td]1[/td][td]1[/td][td]3[/td][/tr][/table]
Unit size: 1+
Equipment: Have access to the Undead Armoury and must purchase at least one war machine for the unit. It may have as many war machines as it can operate.
Options: None.
Special Rules: Undead (Skeletons).