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Undead (Evil) Skeleton Spearmen Infantry

This army list contains skeleton spearmen, mummies, werewolves, a liche king hero, and the hero Lady Ilona. The skeletons have phalanx and lifeleech. The mummies have regeneration and lifeleech. The werewolves have crushing strength and lifeleech. Both hero units have regeneration, lifeleech, and surging abilities. Lady Ilona additionally has crushing strength, healing magic, and provides defensive bonuses in combat.

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0% found this document useful (0 votes)
63 views3 pages

Undead (Evil) Skeleton Spearmen Infantry

This army list contains skeleton spearmen, mummies, werewolves, a liche king hero, and the hero Lady Ilona. The skeletons have phalanx and lifeleech. The mummies have regeneration and lifeleech. The werewolves have crushing strength and lifeleech. Both hero units have regeneration, lifeleech, and surging abilities. Lady Ilona additionally has crushing strength, healing magic, and provides defensive bonuses in combat.

Uploaded by

Mrówa Wargaming
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Undead (Evil)

Skeleton Spearmen Infantry


Unit Size Sp Me Ra De At Ne Pts
Horde(40) 5 5+ - 4+ 30 -/23 175 Lifeleech (1), Phalanx, Shambling
- Undead Giant Rats (Lifeleech (2)) 10
Mummies Infantry
Unit Size Sp Me Ra De At Ne Pts
Regiment(20) 5 4+ - 5+ 12 -/18 170 Crushing Strength (2), Lifeleech (1),
Regeneration (5+), Shambling
- Blessing of the Gods 25
Regiment(20) 5 4+ - 5+ 12 -/18 170 Crushing Strength (2), Lifeleech (1),
Regeneration (5+), Shambling
Werewolves Large Infantry
Unit Size Sp Me Ra De At Ne Pts
Horde(6) 9 3+ - 5+ 18 15/17 245 Crushing Strength (1), Lifeleech (1),
Nimble
- Brew of Strength 30
Liche King Hero (Inf)
Unit Size Sp Me Ra De At Ne Pts
(1) 5 5+ - 4+ 1 14/16 145 Hero (Inf), Individual, Inspiring,
Lifeleech (1), Regeneration (5+),
Surge (12)
- Lightning Bolt (5) 35
- Scarletmaw’s Fenulian Amulet 25
(1) 5 5+ - 4+ 1 14/16 145 Hero (Inf), Individual, Inspiring,
Lifeleech (1), Regeneration (5+),
Surge (12)
- Lightning Bolt (5) 35
- Myrddin’s Amulet of the Fire-heart 10
Lady Ilona[1] Hero (Inf)
Unit Size Sp Me Ra De At Ne Pts
(1) 8 3+ - 6+ 8 14/16 280 Hero (Inf), Crushing Strength (3),
Heal (3), Individual, Inspiring,
Lifeleech (2), Lightning Bolt (3),
Love Eternal, Surge (3)

1500
Blessing of The unit has the Elite special rule.
the Gods

Brew of The unit has Crushing Strength (1), or if the unit already has Crushing Strength, it is increased
Strength by 1.

Crushing All melee hits inflicted by the unit have a +(n) modifier when rolling to damage.
Strength

Heal Spell. Range 12". Friendly unit only, including units engaged in combat. Hits don’t inflict
damage. Instead, for every hit ‘inflicted’, the friendly unit removes a point of damage that it
has previously suffered.

Individual
Line of Sight Before being given an order, an individual may pivot to face any direction for
free. Individuals never block line of sight or offer cover against ranged attacks.
Move Individuals have the Nimble special rule.
Shooting Individuals may pivot to face any direction for free before picking a target in the
shooting phase. Enemies shooting against Individuals suffer an additionals -1 to hit modifier.
Melee When charging an individual, a unit must make contact with the face that they started in
as normal, however the Individual will turn to align flush with the unit’s facing, rather than the
unit aligning to the individual’s facing. Enemies never double/treble their Attacks when
fighting the individual. Similarly, the individual does not double/treble its own attacks when
attacking an enemy in the flank/rear. It does still treble its attacks against war engines,
however. If an individual is routed and the charger (including another individual) decides to
advance D6" directly forward, it can make contact with another enemy unit. In melee,
enemies treble their attacks when attacking War Engines with the Individual special rule.

Inspiring If this unit, or any friendly non-allied unit within 6" of this unit, is Routed, the opponent must
re-roll that Nerve test. The second result stands.

Lifeleech In a melee, this unit regains one point of damage it has previously suffered for every point of
damage it deals, up to a maximum of n.

Lightning Spell. Range 24". Piercing (1) – roll to damage as normal. When targeting enemy units in
Bolt cover or with the Stealthy special rule, these attacks hit on a 5+ instead of 4+.

Love Enemy Heroes attacking Lady Ilona receive –1 to hit in melee.


Eternal

Myrddin’s Once per game, after using a ranged attack or spell, this unit may immediately use another
Amulet of different ranged attack or spell it possesses, against the same or a different target.
the Fire-
heart

Nimble The unit can make a single extra pivot of up to 90 degrees around its centre while executing
any move order, including a Charge! It cannot make this extra pivot when ordered to Halt. In
addition, the unit does not suffer from the –1 to hit modifier for moving and shooting.

Phalanx Units that charge this unit’s front cannot use the Thunderous Charge special rule.

Regeneratio Every time this unit receives an order (including Halt!), before doing anything else, roll a
n (5+) number of dice equal to the amount of damage currently on the unit. For every result of 5+, the
unit recovers a point of damage.
Scarletmaw Units with the Lightning Bolt spell only. This item increases the unit’s Lightning Bolt (n)
’s Fenulian value by 2. For example, Lightning Bolt (3) becomes Lightning Bolt (5).
Amulet

Shambling The unit cannot be ordered ‘At the Double’, except when carrying out a Vanguard move.

Surge Spell. Range: 12". Friendly unit with the Shambling special rule only. Hits don’t inflict
damage. Instead, for every hit ‘inflicted’, the Shambling friendly unit moves straight forward a
full inch (stopping just out of contact from friendly units and blocking terrain). If this
movement brings it into contact with an enemy unit, treat this as a successful charge against
the enemy facing that has been contacted. However, the charged unit will not take any Nerve
tests for any damage it might have taken previously in that Shoot phase. If the Surge move
took the unit over an obstacle or through difficult terrain then it will be hindered in the ensuing
combat as normal. This movement may take the unit to within 1" of the enemy. However if it
is not in melee at the end of the shoot phase, move it directly away from any enemy units to
create a 1" gap (if possible). This spell has no effect on units with a speed of 0.

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