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Vampiric Undead • 300pts Vampiric Undead 3.3.

Aghar'thado The Lich [1] - 45pts 2x Skeleton Watch [1] - 25pts 2x Werewolf [1] - 70pts
Drained Leader
Quality 4+ Defense 4+ Quality 3+ Defense 4+ Tough 3
Quality 5+ Defense 5+ Tough 3
Protected, Undead Scout, Strider, Tough(3), Undead
Hero, Tough(3), Undead
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
Weapon RNG ATK AP SPE
Crossbow 24" A1 - Rending Heavy Rending
- A3 1 Rending
Hand Weapon - A3 - - Claw
Hand Weapon - A1 - -
Upgrade SPE

Necromancer Caster(2) Skeleton Guard [3] - 45pts

Quality 4+ Defense 4+
Skeleton Knight [1] - 20pts
Protected, Undead
Quality 4+ Defense 4+
Weapon RNG ATK AP SPE
Fast, Impact(1), Protected, Undead
3x Cursed Heavy
- A1 1 Reap
Weapon RNG ATK AP SPE Swords
Lance - A1 - Lance

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Lance: Gets AP(+2) when charging.

Blast: Ignores cover, and after resolving other special rules, Protected: When units where all models have this rule take
each hit is multiplied by X, where X is max. as many hits as hits, those hits count as having AP(-1), to a min. of AP(0).
enemy models in the target unit and within 3” of it. Hits must Reap: Enemies that roll to block hits from this weapon take one
be split evenly between all enemy units within 3” of any model
extra wound for each unmodified result of 1 that they roll.
from the target (defender picks how).
Regeneration: When taking a wound, roll one die. On a 5+ it is
Caster: Gets X spell tokens at the start of each round, but can’t ignored.
hold more than 6 tokens at once. At any point before attacking,
Rending: Ignores Regeneration, and unmodified results of 6 to
spend as many tokens as the spell’s value to try casting one or
more spells (only one try per spell). Roll one die, on 4+ resolve hit get AP(4).

the effect on a target in line of sight. This model and other Scout: May be set aside before deployment. After all other
casters within 18” in line of sight may spend any number of units finish, must be deployed and may move by up to 12”,
tokens at the same time before rolling, to give the caster +1/-1 ignoring terrain. If both players have Scout, roll-off to see who
to the roll per token. goes first, and then alternate deploying units.

Deadly: Assign each wound to one model, and multiply it by X. Strider: May ignore the effects of difficult terrain when moving,
Hits from Deadly must be resolved first, and these wounds and only needs 2+ to pass jumping rolls.
don’t carry over to other models if the original target is killed.
Tough: This model only rolls to check wound effects once it has
Defense: Gets +X to Defense rolls. taken at least X wounds, and is only Knocked Out on rolls of

Fast: Moves +2” when using Advance, and +4” when using 5+X or more.
Rush/Charge. Undead: Whenever this unit fails a morale test, it counts as
passed instead. Then, roll as many dice as remaining
Hero: Friendly units within 12” may take morale tests using the
hero’s Quality and special rules, as long as it isn’t Shaken. models/tough with this rule (min. 1), and for each result of 1-2
the unit takes one wound, which can’t be ignored.
Impact: Roll X dice when attacking after charging (may not be
fatigued), for each 2+ the target takes one hit (3+ when
assaulting).

Vampiric Undead Army Spells


Vigour (1): Target 2 friendly units within 12" get +1 to hit rolls next time they fight in melee.
Spectral Wind (1): Target enemy unit within 6" takes 1 hit with AP(2).
Dance of Death (2): Target 4 friendly units within 12" get +2" next time they Advance, or +4" next time they Rush/Charge.
Deadly Gaze (2): Target enemy unit within 6" takes 1 hit with AP(2) and Deadly(3).
Invocation (3): Target 4 friendly units within 18" get Regeneration next time they take wounds.
Curse (3): Target enemy unit within 18” takes 1 hit with Blast(3).

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