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Neutral Undead • 300pts Neutral Undead 3.3.

Aghar'thado The Lich [1] - 50pts 2x Revenant [1] - 15pts Grave Horror [1] - 45pts
Necromancer
Quality 3+ Defense 4+ Quality 4+ Defense 5+ Tough 3
Quality 5+ Defense 5+ Tough 3
Undead Furious, Tough(3), Undead
Caster(1), Hero, Tough(3)
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
Weapon RNG ATK AP SPE
Heavy Hand Weapon - A1 1 - Claw - A3 - -
Staff - A3 - -
Upgrade SPE
Upgrade SPE Skeleton Warriors [3] - 25pts
Feral Scout, Strider
Dark Archmage Caster(+2) Quality 5+ Defense 5+
Dark Rider [1] - 75pts
Undead
Revenant Archer [1] - 30pts
Revenant Weapon RNG ATK AP SPE Quality 3+ Defense 3+ Tough 3

3x Hand Weapons - A1 - - Chilling, Fast, Impact(2), Tough(3), Undead


Quality 3+ Defense 4+
Weapon RNG ATK AP SPE
Undead Warewolf [1] - 45pts
Grave Horror Cursed Weapon - A2 - Reap
Weapon RNG ATK AP SPE

Hand Weapon - A1 - - Quality 4+ Defense 5+ Tough 3

Heavy Bow 24" A1 1 - Furious, Tough(3), Undead

Weapon RNG ATK AP SPE

Claw - A3 - -
Upgrade SPE

Feral Scout, Strider


Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Hero: Friendly units within 12” may take morale tests using the
hero’s Quality and special rules, as long as it isn’t Shaken.
Blast: Ignores cover, and after resolving other special rules,
each hit is multiplied by X, where X is max. as many hits as Impact: Roll X dice when attacking after charging (may not be
enemy models in the target unit and within 3” of it. Hits must fatigued), for each 2+ the target takes one hit (3+ when
be split evenly between all enemy units within 3” of any model assaulting).
from the target (defender picks how). Reap: Enemies that roll to block hits from this weapon take one
Caster: Gets X spell tokens at the start of each round, but can’t extra wound for each unmodified result of 1 that they roll.
hold more than 6 tokens at once. At any point before attacking,
Regeneration: When taking a wound, roll one die. On a 5+ it is
spend as many tokens as the spell’s value to try casting one or ignored.
more spells (only one try per spell). Roll one die, on 4+ resolve
Scout: May be set aside before deployment. After all other
the effect on a target in line of sight. This model and 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”,
ignoring terrain. If both players have Scout, roll-off to see who
tokens at the same time before rolling, to give the caster +1/-1
to the roll per token. goes first, and then alternate deploying units.

Chilling: Enemies get -1 to hit in melee when attacking units Strider: May ignore the effects of difficult terrain when moving,
and only needs 2+ to pass jumping rolls.
where all models have this rule.
Tough: This model only rolls to check wound effects once it has
Deadly: Assign each wound to one model, and multiply it by X.
Hits from Deadly must be resolved first, and these wounds taken at least X wounds, and is only Knocked Out on rolls of
5+X or more.
don’t carry over to other models if the original target is killed.
Undead: Whenever this unit fails a morale test, it counts as
Defense: Gets +X to Defense rolls.
passed instead. Then, roll as many dice as remaining
Fast: Moves +2” when using Advance, and +4” when using models/tough with this rule (min. 1), and for each result of 1-2
Rush/Charge.
the unit takes one wound, which can’t be ignored.
Furious: When charging, unmodified rolls of 6 to hit deal one
extra hit (only the original hit counts as a 6 for special rules).

Neutral Undead Army Spells


Bone Spear (1): Target enemy unit within 6" takes 1 hit with Deadly(3).
False Vitality (1): Target 2 friendly units within 12" get Regeneration next time they take wounds.
Haunted Mist (2): Target enemy unit within 12” takes 1 hit with Blast(3).
Dance of the Dead (2): Target 4 friendly units within 12" get +2" next time they Advance, or +4" next time they Rush/Charge.
Lament (3): Target 2 enemy units within 12" take 2 hits each.
Strength Drain (3): Target 4 enemy units within 12" get -2 to hit next time they fight in melee.

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