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1. Catalog (Rules, Gear, Lores, Spells)
Short entries -- translate each one's description text. The easier, lower-risk of the two.
The full rulebook chapters as raw HTML. Only translate the readable text --
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Bigger and more involved than the Catalog above.
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Troop Type Key: In = Infantry, MI = Monstrous Infantry, Ca = Cavalry, MC = Monstrous Cavalry, Sw = Swarm, WB = War Beast, MB = Monstrous Beast, Mo = Monster, Ch = Chariot, WM = War Machine, Sh = Shrine.
All friendly Skeleton and Zombies units within 6" of the Corpse Cart may re-roll all failed rolls To Wound in close combat and gain the Regeneration (6+) special rule.
A special missile attack with a range of 8" that can be used even if the bearer has marched, charged or is engaged in close combat. It may target enemy units in combat following the normal rules for… Show moreA special missile attack with a range of 8" that can be used even if the bearer has marched, charged or is engaged in close combat. It may target enemy units in combat following the normal rules for shooting into combat -- if the bearer is engaged in combat, its Ghostly Howl can only target an enemy unit in base contact. To resolve a Ghostly Howl, roll 2D6+2. For each point by which the result exceeds the target unit's Leadership, the target unit suffers 1 Wound which Ignores Armour Saves. Ghostly Howl is a non-physical Magical Attack and Wounds suffered from it are distributed as if from shooting. Show less
The Reliquary
At the start of each of your turns, roll 2D6 and add the current turn number -- this is the range of the Mortis Engine's dark aura this turn in inches. All enemy units within range of the dark aura… Show moreAt the start of each of your turns, roll 2D6 and add the current turn number -- this is the range of the Mortis Engine's dark aura this turn in inches. All enemy units within range of the dark aura immediately take D6 hits, with a Strength equal to the current turn number, distributed as from shooting. Also, place a marker next to all friendly Undead units that were within range of the dark aura at the start of the turn -- these units improve their Regeneration saves by one point until the start of their next turn, to a maximum of 4+ (if they have no Regeneration save, they are treated as having Regeneration (6+) instead). Finally, if the 2D6 result was a double, the fell energies prove too powerful; in addition to the usual effects, the Mortis Engine takes 1 Wound with no saves of any kind allowed. When the Mortis Engine suffers its last unsaved Wound, every unit within 12 plus the turn number in inches, friend or foe, must take 2D6 hits with a Strength equal to the current turn number, distributed as shooting. Show less
Spectral Steeds
A model mounted upon (or pulled by) a model with this special rule gains the Ethereal special rule for the purposes of movement only. They do not suffer the movement penalty for being barded. Whilst… Show moreA model mounted upon (or pulled by) a model with this special rule gains the Ethereal special rule for the purposes of movement only. They do not suffer the movement penalty for being barded. Whilst a unit with this special rule is joined by a character without the Spectral Steeds or Ethereal special rules, it loses this special rule. Show less
Optional Companion Units
Spirit HordeFree
Rules:
Random Attacks (2D6), Expendable, Swiftstride, Skirmishers, Vanguard
A special missile attack with a range of 8" that can be used even if the Terrorgheist has marched, charged or is engaged in close combat. It may target enemy units in combat following the normal… Show moreA special missile attack with a range of 8" that can be used even if the Terrorgheist has marched, charged or is engaged in close combat. It may target enemy units in combat following the normal rules for shooting into combat -- if the Terrorgheist is engaged in combat, its Death Shriek can only target an enemy unit in base contact. To resolve a Death Shriek, roll 2D6 and add the number of Wounds the Terrorgheist has left. For each point by which the result exceeds the target unit's Leadership, the target unit suffers 1 Wound which Ignores Armour Saves. A Death Shriek is a non-physical Magical Attack and Wounds suffered from it are distributed as if from shooting. Show less
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
The Red Thirst
Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost… Show moreWhenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules. Show less
Beloved in Death
If Vlad and Isabella von Carstein are in the same unit, they are inspired to fight all the harder, and gain +1 Combat Resolution. Furthermore, Vlad becomes subject to Frenzy and Hatred should… Show moreIf Vlad and Isabella von Carstein are in the same unit, they are inspired to fight all the harder, and gain +1 Combat Resolution. Furthermore, Vlad becomes subject to Frenzy and Hatred should Isabella be slain, and vice versa. Show less
Supernatural Horror
Von Carstein, Necrarch or Strigoi only. The model gains the Terror special rule. Grants:
Transfix
Von Carstein or Lahmia only. At the beginning of the Close Combat phase, select one model in base contact with the Vampire. The victim must pass a Leadership test or be unable to attack in that Close… Show moreVon Carstein or Lahmia only. At the beginning of the Close Combat phase, select one model in base contact with the Vampire. The victim must pass a Leadership test or be unable to attack in that Close Combat phase and all attacks directed against the victim will hit automatically. Show less
Aura of Dark Majesty
All enemy units within 6" of one or more models with the Aura of Dark Majesty suffer a -1 penalty to their Leadership. This penalty is cumulative with any other modifiers.
Magic Weapon. Close combat attacks made with Blood Drinker are resolved at +1 Strength. In addition, whilst Vlad wields Blood Drinker, he restores lost Wounds on a score of 3+ rather than 5+ for the… Show moreMagic Weapon. Close combat attacks made with Blood Drinker are resolved at +1 Strength. In addition, whilst Vlad wields Blood Drinker, he restores lost Wounds on a score of 3+ rather than 5+ for the purposes of the Red Thirst special rule. Show less
The Carstein Ring Magic Item
Talisman. Grants Vlad a 4+ ward save. Furthermore, the first time Vlad is removed from play, roll a D6 at the end of the phase. On a roll of 2+, he is immediately returned to 'life' with a single… Show moreTalisman. Grants Vlad a 4+ ward save. Furthermore, the first time Vlad is removed from play, roll a D6 at the end of the phase. On a roll of 2+, he is immediately returned to 'life' with a single Wound -- Vlad must then be placed in the front rank of a friendly unit anywhere within 12" of the point where he fell (even one in close combat). If there is no such unit for Vlad to join, he is removed as a casualty. Show less
Grants:
Ward 4+ (The Carstein Ring)
Magic
Wizard Level 3
Uses:
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
Animated Construct, Undead, Fear, Fly (8), Unstable, Stomp, Terror
Zombie Dragon
6
4
0
6
6
6
2
5
4
Animated Construct, Undead, Fear, Fly (7), Natural Armour (5+), Unstable, Pestilential Breath, Swarm of Flies, Stomp, Terror
Saves:
Armour 4+ (Armour of Templehof), Missile 4+ (Armour of Templehof), Magic Resistance (3) (Magic Resistance)
Special Rules:
, ,
Vampiric
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
The Red Thirst
Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost… Show moreWhenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules. Show less
Summon Creatures of the Night
This Vampire can use the Invocation of Nehek spell to increase units of Dire Wolves, Bat Swarms and Fell Bats beyond their starting size, even though they are not all Undead.
Master of the Black Arts
A player using a model with the Master of the Black Arts power can re-roll one of the dice when determining the strength of the Winds of Magic.
Dark Acolyte
The model gains +1 to cast spells.
Equipment
Timor Noctis, the Sword of Unholy Power Magic Item
Magic Weapon. For each unsaved Wound caused by the sword, Mannfred gains an extra dice at the start of the ensuing Magic phase (a power dice in his own Magic phase, a dispel dice in the enemy's Magic… Show moreMagic Weapon. For each unsaved Wound caused by the sword, Mannfred gains an extra dice at the start of the ensuing Magic phase (a power dice in his own Magic phase, a dispel dice in the enemy's Magic phase). Show less
Armour of Templehof Magic Item
Magic Armour. Heavy armour. Gives Mannfred +2 Wounds (in addition to any Wounds he would get from being mounted on a Monster).
Grants:
Armour 4+ (Armour of Templehof), Missile 4+ (Armour of Templehof)
Cloak of Darkness Magic Item
Talisman. Provides Mannfred with Magic Resistance (3).
Rules:
Magic Resistance (3) — Grants a bonus to dispel enemy spells targeting the model directly (not templates placed on it), plus a Ward save against spell damage, based on the bracketed number: (1) = +1 dispel / 6+ Ward, (2) =… Show moreGrants a bonus to dispel enemy spells targeting the model directly (not templates placed on it), plus a Ward save against spell damage, based on the bracketed number: (1) = +1 dispel / 6+ Ward, (2) = +2 / 5+ Ward, (3) = +3 / 4+ Ward. A character with this rule extends it to any unit joined. Multiple sources combine to a maximum of Magic Resistance (3), unless specified. Show less
Ebony Staff Magic Item
Arcane Item. Allows Mannfred to cast Invocation of Nehek from the Lore of Necromancy without using any Power dice in each of his Magic phases. The spell is cast with a Power Level equal to its basic… Show moreArcane Item. Allows Mannfred to cast Invocation of Nehek from the Lore of Necromancy without using any Power dice in each of his Magic phases. The spell is cast with a Power Level equal to its basic casting value and can be dispelled normally. Show less
Magic
Wizard Level 4
Uses:
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
Animated Construct, Undead, Fear, Impact Hits (D6), Large Target (5), Unstable, Scrying Pool, Battle of Wills, Spectral Steeds
Pallid Handmaidens
0
5
4+
5
0
0
6
2
7
Spirit Horde
0
3
0
3
0
0
1
2D6
0
Saves:
Dodge 5+ (Quickblood)
Special Rules:
,
Vampiric
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
The Red Thirst
Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost… Show moreWhenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules. Show less
Queen of Lahmia
Neferata must be the Army General. In addition, units of Lahmian Handmaidens may be included as Special Units rather than Rare Units. Neferata knows the Shadowblood spell in addition to her other… Show moreNeferata must be the Army General. In addition, units of Lahmian Handmaidens may be included as Special Units rather than Rare Units. Neferata knows the Shadowblood spell in addition to her other spells -- Shadowblood does not count against her number of spells. Show less
Heavenly Creature
Enemy units in base contact with Neferata suffer a -2 penalty to their Leadership.
Seduction
At the beginning of the Close Combat round, after challenges have been issued and/or accepted, select a model in base contact with the Vampire. The selected model must take a Leadership test with a… Show moreAt the beginning of the Close Combat round, after challenges have been issued and/or accepted, select a model in base contact with the Vampire. The selected model must take a Leadership test with a -1 modifier. If the test is failed, the victim is controlled by the Vampire player in that Close Combat phase -- the model will direct its attacks against its own side. The model cannot be attacked by either side in that Close Combat phase but, after combat resolution has been worked out, it reverts immediately to the original player's control and can therefore use his Leadership for any Break tests and can be broken and pursued as normal. If the model has no friendly models in base contact, it counts as being Transfixed instead. If the Vampire was in a challenge with a model that it takes control of, the challenge ends and both models may attack other targets as normal. Show less
Lightning Reflexes
Enemies must re-roll successful rolls To Hit in close combat against this model.
Quickblood
The model gains the Dodge (5+) special rule.
Equipment
Dagger of Jet Magic Item
Strength +1
Magic Weapon. Attacks made with the Dagger of Jet are at +1 Strength with the Poisoned Attacks special rule.
Rules:
Poisoned Attacks — Gets a +1 modifier to To Wound rolls (armour saves are still modified by the attack's Strength as normal). Unless stated otherwise, applies to both shooting and close combat, but not to spells or… Show moreGets a +1 modifier to To Wound rolls (armour saves are still modified by the attack's Strength as normal). Unless stated otherwise, applies to both shooting and close combat, but not to spells or magic weapon attacks. Show less
Ruby of Lahmia Magic Item
Talisman. At the end of each turn of the game that Neferata is still alive, the Ruby of Lahmia automatically lets her regain one Wound that she has lost during the battle.
The Staff of Pain Magic Item
Arcane Item. When Neferata successfully casts a magic missile, direct damage or hex spell, each target suffers D3 additional Strength 5 hits after the spell effect has been resolved.
Bastet Magic Item
Enchanted Item. At the beginning of each of her turns, Neferata can send Bastet to any enemy unit on the battlefield within 12". The target unit must re-roll any successful armour save it takes while… Show moreEnchanted Item. At the beginning of each of her turns, Neferata can send Bastet to any enemy unit on the battlefield within 12". The target unit must re-roll any successful armour save it takes while under Bastet's influence, for the duration of the Vampire player's turn. Show less
Lore of Shadow
— Smoke and Mirrors: After a Lore of Shadow spell is successfully cast and resolved, the casting Wizard may immediately move (not march) using Fly (10) as if it were the Remaining Moves sub-phase, even if in close combat.
Lore of Death
— Life Leeching: When a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6… Show moreWhen a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6 rolled, the Wizard immediately adds a dice to their army's power pool. Show less
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
Shadowblood
(Cast 7+) — Magic missile with a range of 24". When cast, Neferata must declare how many Wounds she is using to boost the effects of the spell. The spell causes D6 Strength 5 hits with the Flaming Attacks… Show moreMagic missile with a range of 24". When cast, Neferata must declare how many Wounds she is using to boost the effects of the spell. The spell causes D6 Strength 5 hits with the Flaming Attacks special rule plus an extra D6 hits for each wound Neferata expends. In addition, a unit suffering one or more wounds from this spell must immediately take a Panic test. Show less
Animated Construct, Undead, Fear, Fly (8), Unstable, Stomp, Terror
Special Rules:
, , ,
Vampiric
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
The Red Thirst
Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost… Show moreWhenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules. Show less
Forbidden Lore
The model has the Loremaster special rule. Grants:
Dark Acolyte
The model gains +1 to cast spells.
Nehekhara's Noble Blood
The model gains +1 to cast spells.
Equipment
Painbringer Magic Item
Magic Weapon. If Melkhior rolls a 6 when rolling To Wound, that attack has the Multiple Wounds (D3) special rule.
Grimoire Necronium Magic Item
Arcane Item. Allows Melkhior to cast Invocation of Nehek at its basic value without using any Power dice. Each time you use the book roll a D6: on a roll of 1 it runs out of power and cannot be used… Show moreArcane Item. Allows Melkhior to cast Invocation of Nehek at its basic value without using any Power dice. Each time you use the book roll a D6: on a roll of 1 it runs out of power and cannot be used for the remainder of the battle. Show less
Black Cloak of Lahmia Magic Item
Talisman. Makes Melkhior unable to be targeted by non-magical shooting attacks.
Magic
Wizard Level 4
Uses:
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
Animated Construct, Undead, Fear, Fly (7), Natural Armour (5+), Unstable, Pestilential Breath, Swarm of Flies, Stomp, Terror
Saves:
Ward 4+ (Circlet of Rathek)
Special Rules:
,
Vampiric
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
The Red Thirst
Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost… Show moreWhenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules. Show less
Master of the Black Arts
A player using a model with the Master of the Black Arts power can re-roll one of the dice when determining the strength of the Winds of Magic.
Forbidden Lore
The model has the Loremaster special rule. Grants:
Dark Acolyte
The model gains +1 to cast spells.
Equipment
Staff of Kaphamon Magic Item
Enchanted Item. , power level 4. This staff contains the Gaze of Nagash spell.
Bound Spell: Gaze of Nagash (Power Level 4, Cast 9+)
— Magic missile with a range of 24" that causes 2D6 Strength 4 hits. The Wizard can choose to extend the range to 48". If they do so, the casting value is increased to 12+.
Circlet of Rathek Magic Item
Talisman. Confers a Ward save (4+) to Zacharias.
Grants:
Ward 4+ (Circlet of Rathek)
Scrolls of Semhtep Magic Item
Arcane Item. Follows all the rules for Dispel Scrolls, except that you may attempt to use one in each of the opposing player's Magic phases. After the first time you have used one, roll a D6; on a 2+… Show moreArcane Item. Follows all the rules for Dispel Scrolls, except that you may attempt to use one in each of the opposing player's Magic phases. After the first time you have used one, roll a D6; on a 2+ you can use a scroll the next turn as well. The second time you use one, you need a 3+, the third time a 4+, and so on. A roll of 6 always succeeds. Show less
Book of Nagash Magic Item
Arcane Item. Allows Zacharias to cast the spell Invocation of Nehek from the Lore of Necromancy on a 24+ Casting Value. If cast successfully, the spell will have a range of 24".
Magic
Wizard Level 4
Uses:
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
The Red Thirst
Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost… Show moreWhenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules. Show less
Martial Honour
The Vampire must always issue and accept challenges when possible.
Grand Master of the Blood Knights
If Walach is included in your army, units of Blood Knights are taken as Special Units instead of Rare Units.
Doomrider
Model on Nightmare only. The model and any Cavalry unit it is with can re-roll failed charge distances.
Dread Knight
While fighting in a challenge, the model will gain +1 To Hit and To Wound.
Warrior Pride
The model can re-roll failed armour saves.
Equipment
Crimson Blade Magic Item
Magic Weapon. The Crimson Blade automatically Wounds on a 2+. Compare the To Wound dice result: 2-3 Arm wound (the model, or rider if mounted, loses 1 Attack for the remainder of the game); 4-5 Chest… Show moreMagic Weapon. The Crimson Blade automatically Wounds on a 2+. Compare the To Wound dice result: 2-3 Arm wound (the model, or rider if mounted, loses 1 Attack for the remainder of the game); 4-5 Chest wound (the attack is resolved with the Multiple Wounds (D3) special rule); 6 Beheaded (the attack is resolved as a Heroic Killing Blow). Show less
Walach's Bloody Hauberk Magic Item
Magic Armour. Full plate armour. Gives him a Ward save (5+).
Enchanted Item. At the beginning of each Vampire Counts turn, Walach can drink from the Blood Chalice allowing him to do one of the following, the last two lasting until the start of your next turn:… Show moreEnchanted Item. At the beginning of each Vampire Counts turn, Walach can drink from the Blood Chalice allowing him to do one of the following, the last two lasting until the start of your next turn: heal 1 wound he suffered earlier in the battle; gain an extra Attack; coat his sword with blood, which bursts into flames -- re-roll 1's To Hit and To Wound and gain the Flaming Attacks special rule. Show less
Blood Dragon Standard Magic Item
Magic Standard. This is the army's Battle Standard, though Walach may still be the Army General. All Blood Dragon Vampires and Blood Knights within 12" gain the Hatred special rule.
Magic
Wizard Level 2
Uses:
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
Saves:
Armour 3+ (The Armour of Blood), Missile 3+ (The Armour of Blood)
Special Rules:
, ,
Vampiric
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
The Red Thirst
Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost… Show moreWhenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules. Show less
Martial Honour
The Vampire must always issue and accept challenges when possible.
Red Fury
Blood Dragon or Strigoi only. For each enemy model slain by the model in close combat, it can immediately make an additional Attack, to a maximum of +5 Attacks. These additional Attacks do not… Show moreBlood Dragon or Strigoi only. For each enemy model slain by the model in close combat, it can immediately make an additional Attack, to a maximum of +5 Attacks. These additional Attacks do not benefit from Red Fury. Show less
Honour or Death
Von Carstein or Blood Dragon only. At the start of a challenge, the enemy character selected to take on the Vampire must take a Leadership test before any blows are struck. If failed, the enemy model… Show moreVon Carstein or Blood Dragon only. At the start of a challenge, the enemy character selected to take on the Vampire must take a Leadership test before any blows are struck. If failed, the enemy model will fight with Weapon Skill 1 for the remainder of the turn. Show less
Heart Piercing
The model can re-roll failed rolls To Wound in close combat.
Equipment
Golden Death Magic Item
Strength +1 · +1 Attacks · Two-handed
Magic Weapon. Two hand weapons. Gives the Red Duke +1 Strength and +1 To Hit in close combat.
The Armour of Blood Magic Item
Magic Armour. Full plate armour. Allows the Red Thirst to regain Wounds automatically for every Wound -- no roll is necessary.
Grants:
Armour 3+ (The Armour of Blood), Missile 3+ (The Armour of Blood)
Magic
Wizard Level 1
Uses:
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
The Red Thirst
Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost… Show moreWhenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules. Show less
Iron Sinews
The model has +1 Strength.
Infinite Hatred
The model's Hatred special rule applies in every close combat round, not just the first.
Talisman. Gives Gashnag a Ward save (5+). In addition, enemies targeting him in close combat and with missile attacks suffer -1 To Hit.
Grants:
Ward 5+ (Cloak of Strigos)
Magic
Wizard Level 2
Uses:
Lore of Death
— Life Leeching: When a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6… Show moreWhen a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6 rolled, the Wizard immediately adds a dice to their army's power pool. Show less
The Necromancer is able to use the Invocation of Nehek spell to increase units of Skeleton Warriors beyond their starting size.
Equipment
Chaos Tomb Blade Magic Item
+2 Attacks
Magic Weapon. Confers +2 Attacks. Furthermore, if Kemmler is in a unit of Skeleton Warriors or Grave Guard, for each model he slays in close combat, an extra model is added to his unit following the… Show moreMagic Weapon. Confers +2 Attacks. Furthermore, if Kemmler is in a unit of Skeleton Warriors or Grave Guard, for each model he slays in close combat, an extra model is added to his unit following the rules in the Undead special rule. Newly created models have the same equipment as the rest of the unit. Show less
Cloak of Mists and Shadows Magic Item
Enchanted Item. At the beginning of each of Kemmler's turns, choose either the Fly (10) or Ethereal special rule. Kemmler has that rule until the beginning of his next turn.
Skull Staff Magic Item
Arcane Item. At the beginning of the friendly Magic phase, your opponent must declare all of his magic items within 12" of Kemmler, and the models/units carrying them. In addition, Kemmler receives a… Show moreArcane Item. At the beginning of the friendly Magic phase, your opponent must declare all of his magic items within 12" of Kemmler, and the models/units carrying them. In addition, Kemmler receives a +1 to his dice rolls when he attempts to dispel. Show less
Magic
Wizard Level 4
Uses:
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
Dieter does not need to test for Berserk Rage from his Manticore's Frenzy.
Equipment
Rod of Flaming Death Magic Item
35 pts
Enchanted Item. (Power Level 4).
Bound Spell: Rod of Flaming Death (bound spell) (Power Level 4, Cast 0+)
— Magic missile with a range of 18" that inflicts D6 Strength 4 hits with the Flaming Attacks special rule. In addition, if the target unit moves in the Movement phase, flees or pursues during its next… Show moreMagic missile with a range of 18" that inflicts D6 Strength 4 hits with the Flaming Attacks special rule. In addition, if the target unit moves in the Movement phase, flees or pursues during its next turn, every model in the unit suffers an immediate Strength 4 hit with the Flaming Attacks special rule, after which the spell's effects end. If the unit does not move the spell ends at the start of the caster's next Magic phase. Any unit taking one or more unsaved Wounds from this spell must immediately take a Panic test. Show less
Chaos Runesword Magic Item
Strength +1 · +1 Attacks
Magic Weapon. The runes carved into the blade give the bearer +1 Weapon Skill, +1 Strength and +1 Attack (the Weapon Skill bonus doesn't show on the printed profile -- there's nowhere on this app's… Show moreMagic Weapon. The runes carved into the blade give the bearer +1 Weapon Skill, +1 Strength and +1 Attack (the Weapon Skill bonus doesn't show on the printed profile -- there's nowhere on this app's weapon card to display it, track it yourself). Show less
Power Scroll Magic ItemOne Use
Arcane Item. One use only. The bearer can use the scroll to cast one of his spells at its basic power level automatically without using any Power dice. It can be dispelled as normal.
Magic
Wizard Level 4
Uses:
Lore of Death
— Life Leeching: When a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6… Show moreWhen a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6 rolled, the Wizard immediately adds a dice to their army's power pool. Show less
Animated Construct, Undead, Fear, Fly (8), Unstable, Stomp, Terror
Zombie Dragon
6
4
0
6
6
6
2
5
4
Animated Construct, Undead, Fear, Fly (7), Natural Armour (5+), Unstable, Pestilential Breath, Swarm of Flies, Stomp, Terror
Special Rules:
,
Vampiric
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
The Red Thirst
Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost… Show moreWhenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
Lance Alternative — not equipped
8 pts
Strength +2 (charge only) · +2 Initiative
The +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the… Show moreThe +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the usual "Parry cannot be used by mounted models" restriction for that one turn only. This applies both to mounted attackers and mounted defenders with a shield. Show less
Additional Hand Weapon Alternative — not equipped
4 pts
+1 Attacks · Two-handed
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
Grants:
Parry 6+ (Additional Hand Weapon)
Magic
Wizard Level 2
May choose from:
Lore of Shadow
— Smoke and Mirrors: After a Lore of Shadow spell is successfully cast and resolved, the casting Wizard may immediately move (not march) using Fly (10) as if it were the Remaining Moves sub-phase, even if in close combat.
Lore of Death
— Life Leeching: When a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6… Show moreWhen a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6 rolled, the Wizard immediately adds a dice to their army's power pool. Show less
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
Animated Construct, Undead, Fear, Fly (8), Unstable, Stomp, Terror
Zombie Dragon
6
4
0
6
6
6
2
5
4
Animated Construct, Undead, Fear, Fly (7), Natural Armour (5+), Unstable, Pestilential Breath, Swarm of Flies, Stomp, Terror
Special Rules:
,
Vampiric
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
The Red Thirst
Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost… Show moreWhenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules. Show less
Equipment
Hand Weapon
Magic
Wizard Level 3
May choose from:
Lore of Metal
— Metallic Attraction: The casting difficulty for a Lore of Metal spell is lowered by 1 if the majority of models in the target unit have light or medium armour, or by 2 if the majority have heavy or full plate armour.… Show moreThe casting difficulty for a Lore of Metal spell is lowered by 1 if the majority of models in the target unit have light or medium armour, or by 2 if the majority have heavy or full plate armour. Roll a D6 in case of a tie. Show less
Lore of Heavens
— Fate Manipulation: When a Lore of Heavens spell is successfully cast, roll a D6; on a 4+ the Wizard may re-roll one dice (a casting result or a spell's number of Hits) for a further spell cast this Magic phase.
Lore of Shadow
— Smoke and Mirrors: After a Lore of Shadow spell is successfully cast and resolved, the casting Wizard may immediately move (not march) using Fly (10) as if it were the Remaining Moves sub-phase, even if in close combat.
Lore of Death
— Life Leeching: When a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6… Show moreWhen a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6 rolled, the Wizard immediately adds a dice to their army's power pool. Show less
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
Animated Construct, Undead, Fear, Impact Hits (D6), Large Target (5), Unstable, Scrying Pool, Battle of Wills, Spectral Steeds
Pallid Handmaidens
0
5
4+
5
0
0
6
2
7
Spirit Horde
0
3
0
3
0
0
1
2D6
0
Special Rules:
,
Vampiric
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
The Red Thirst
Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost… Show moreWhenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules. Show less
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
Grants:
Parry 6+ (Additional Hand Weapon)
Magic
Wizard Level 2
May choose from:
Lore of Shadow
— Smoke and Mirrors: After a Lore of Shadow spell is successfully cast and resolved, the casting Wizard may immediately move (not march) using Fly (10) as if it were the Remaining Moves sub-phase, even if in close combat.
Lore of Death
— Life Leeching: When a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6… Show moreWhen a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6 rolled, the Wizard immediately adds a dice to their army's power pool. Show less
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
The Red Thirst
Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost… Show moreWhenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules. Show less
Martial Honour
The Vampire must always issue and accept challenges when possible.
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
Lance Alternative — not equipped
10 pts
Strength +2 (charge only) · +2 Initiative
The +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the… Show moreThe +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the usual "Parry cannot be used by mounted models" restriction for that one turn only. This applies both to mounted attackers and mounted defenders with a shield. Show less
Additional Hand Weapon Alternative — not equipped
5 pts
+1 Attacks · Two-handed
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
Grants:
Parry 6+ (Additional Hand Weapon)
Magic
Wizard Level 1
May choose from:
Lore of Shadow
— Smoke and Mirrors: After a Lore of Shadow spell is successfully cast and resolved, the casting Wizard may immediately move (not march) using Fly (10) as if it were the Remaining Moves sub-phase, even if in close combat.
Lore of Death
— Life Leeching: When a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6… Show moreWhen a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6 rolled, the Wizard immediately adds a dice to their army's power pool. Show less
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
Animated Construct, Undead, Fear, Fly (7), Regeneration (6+), Unstable, Death Shriek, Stomp, Terror
Special Rules:
, , ,
Vampiric
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
The Red Thirst
Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost… Show moreWhenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules. Show less
Magic
Wizard Level 1
May choose from:
Lore of Beasts
— Wildheart: If a Lore of Beasts spell targets one or more units of war beasts, cavalry, monstrous beasts, monstrous cavalry, chariots, monsters, swarms, or any unit from Warhammer: Beastmen, the casting… Show moreIf a Lore of Beasts spell targets one or more units of war beasts, cavalry, monstrous beasts, monstrous cavalry, chariots, monsters, swarms, or any unit from Warhammer: Beastmen, the casting difficulty is reduced by 1. Show less
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
Animated Construct, Undead, Fear, Fly (8), Unstable, Stomp, Terror
Corpse Cart
4
0
0
4
5
4
0
0
0
Animated Construct, Undead, Fear, Regeneration (4+), Unstable, Vigour Mortis
Corpsemaster
0
3
4+
3
0
0
2
1
5
Equipment
Hand Weapon
Magic
Wizard Level 3
May choose from:
Lore of Death
— Life Leeching: When a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6… Show moreWhen a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6 rolled, the Wizard immediately adds a dice to their army's power pool. Show less
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
Animated Construct, Undead, Fear, Impact Hits (D6), Large Target (5), Regeneration (4+), Terror, Unstable, Ghostly Howl, The Reliquary, Spectral Steeds
Spirit Horde
0
3
0
3
0
0
1
2D6
0
Corpsemaster (Mortis Engine)
0
3
4+
3
0
0
2
1
5
Banshee Swarm
0
3
0
3
0
0
3
3
0
Special Rules:
, , ,
Master of the Dead
The Necromancer is able to use the Invocation of Nehek spell to increase units of Skeleton Warriors beyond their starting size.
Equipment
Hand Weapon
Magic
Wizard Level 4
May choose from:
Lore of Death
— Life Leeching: When a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6… Show moreWhen a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6 rolled, the Wizard immediately adds a dice to their army's power pool. Show less
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
The Red Thirst
Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost… Show moreWhenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules. Show less
Beloved in Death
If Vlad and Isabella von Carstein are in the same unit, they are inspired to fight all the harder, and gain +1 Combat Resolution. Furthermore, Vlad becomes subject to Frenzy and Hatred should… Show moreIf Vlad and Isabella von Carstein are in the same unit, they are inspired to fight all the harder, and gain +1 Combat Resolution. Furthermore, Vlad becomes subject to Frenzy and Hatred should Isabella be slain, and vice versa. Show less
Beguile
At the beginning of the Close Combat round, after challenges have been issued and/or accepted, select a model in base contact with the Vampire. That model must take a Leadership test with a -3… Show moreAt the beginning of the Close Combat round, after challenges have been issued and/or accepted, select a model in base contact with the Vampire. That model must take a Leadership test with a -3 modifier; if the test is failed, the model must re-roll successful To Hit rolls that phase. Show less
Enchanted Item. Isabella, or another Vampiric character in the same unit, may drink from the Blood Chalice of Bathori at the start of each friendly Magic phase. The chosen model regains a single… Show moreEnchanted Item. Isabella, or another Vampiric character in the same unit, may drink from the Blood Chalice of Bathori at the start of each friendly Magic phase. The chosen model regains a single Wound lost earlier in the battle. Show less
Saves:
Armour 3+ (Full Plate Armour), Missile 3+ (Full Plate Armour), Ward 5+ (Ring of the Night)
Special Rules:
, ,
Vampiric
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
The Red Thirst
Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost… Show moreWhenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules. Show less
One Bat Short of a Belfry
At the start of each of Konrad's turns, you must determine the state of the mad Vampire's fragile mind. Roll a D6. On a roll of 1-3, Konrad is subject to the rules for Stupidity until the start of… Show moreAt the start of each of Konrad's turns, you must determine the state of the mad Vampire's fragile mind. Roll a D6. On a roll of 1-3, Konrad is subject to the rules for Stupidity until the start of his next turn. On a roll of 4-6, Konrad is subject to Frenzy until the start of his next turn. Show less
Red Fury
Blood Dragon or Strigoi only. For each enemy model slain by the model in close combat, it can immediately make an additional Attack, to a maximum of +5 Attacks. These additional Attacks do not… Show moreBlood Dragon or Strigoi only. For each enemy model slain by the model in close combat, it can immediately make an additional Attack, to a maximum of +5 Attacks. These additional Attacks do not benefit from Red Fury. Show less
Magic Weapon. Two hand weapons. Has the Multiple Wounds (2) special rule.
Rules:
Multiple Wounds (2) — Each unsaved Wound (after armour/ward saves, before Regeneration) is multiplied into more than one Wound by the bracketed amount (which may be a dice roll, rolled separately per unsaved Wound).… Show moreEach unsaved Wound (after armour/ward saves, before Regeneration) is multiplied into more than one Wound by the bracketed amount (which may be a dice roll, rolled separately per unsaved Wound). Unless specified, only applies to close combat attacks. Show less
Ring of the Night Magic Item
Talisman. Konrad's own unique version -- gives Konrad a Ward save (5+) (distinct from the generic Ring of the Night, which instead gives a missile To Hit penalty).
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
The Red Thirst
Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost… Show moreWhenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules. Show less
Fear Incarnate
Von Carstein, Necrarch, Blood Dragon, Strigoi only. Enemy units in base contact with the model must take a Leadership test at the start of each round of close combat. If failed, the unit will only… Show moreVon Carstein, Necrarch, Blood Dragon, Strigoi only. Enemy units in base contact with the model must take a Leadership test at the start of each round of close combat. If failed, the unit will only Hit on 6's this round. Show less
Nehekhara's Noble Blood
The model gains +1 to cast spells.
Equipment
Hand Weapon
Staff of Raukhamon Magic Item
Arcane Item. , power level 4. Roll a D6 each time the Staff is used -- on a roll of 1 the Staff is temporarily exhausted and loses its spell powers for the rest of the battle. In addition,… Show moreArcane Item. , power level 4. Roll a D6 each time the Staff is used -- on a roll of 1 the Staff is temporarily exhausted and loses its spell powers for the rest of the battle. In addition, all enemy models within 6" of the Staff's bearer suffer a -1 penalty on their rolls to hit in close combat. Show less
Bound Spell: Hellish Vigour (Power Level 4, Cast 8+)
— Augment spell that targets a friendly Undead unit within 24". The unit gains the Always Strikes First special rule and may re-roll failed To Hit rolls in Close Combat until the start of the caster's… Show moreAugment spell that targets a friendly Undead unit within 24". The unit gains the Always Strikes First special rule and may re-roll failed To Hit rolls in Close Combat until the start of the caster's next Magic phase. The Wizard can choose to have this spell target all friendly Undead units within 12". If they do so, the casting value is increased to 16+. Show less
Magic
Wizard Level 2
Uses:
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
Saves:
Ward 4+ (Crown of the Damned), Armour 3+ (Armour of the Barrows), Missile 3+ (Armour of the Barrows)
Special Rules:
, , , , , ,
Wight Blades
Models with this special rule have the Killing Blow and Magical Attacks special rules (attached to this unit's own card as their own separate Rules).
Champion of the Dead
Krell must always issue a challenge whenever possible, and must answer any challenge issued by the enemy. If Krell is fighting a challenge whilst in the same unit as Heinrich Kemmler, he has the… Show moreKrell must always issue a challenge whenever possible, and must answer any challenge issued by the enemy. If Krell is fighting a challenge whilst in the same unit as Heinrich Kemmler, he has the Heroic Killing Blow special rule. Show less
Equipment
Crown of the Damned Magic Item
35 pts
Talisman. Gives the wearer the Stupidity and Ward Save (4+) special rules.
Rules:
Stupidity — Unless in close combat, a unit with a Stupid model must pass a Leadership test at the start of its Movement phase or move directly forward using Random Movement (D6) in the Compulsory Movement… Show moreUnless in close combat, a unit with a Stupid model must pass a Leadership test at the start of its Movement phase or move directly forward using Random Movement (D6) in the Compulsory Movement sub-phase and take no further action that turn (no charges or shooting), though outside effects can still force it to move or act. Until it passes the test again, it has Immunity (Psychology) and Random Movement (D6), may only move directly forward, and can't reform or choose any charge reaction except Hold. Wizards in the unit cannot cast, channel or dispel. Show less
Grants:
Ward 4+ (Crown of the Damned)
The Black Axe of Krell Magic Item
Two-handed
Magic Weapon. Great weapon. Confers the Multiple Wounds (D3) special rule. Furthermore, any model taking an unsaved Wound from the Black Axe must roll a D6 at the start of each of its subsequent… Show moreMagic Weapon. Great weapon. Confers the Multiple Wounds (D3) special rule. Furthermore, any model taking an unsaved Wound from the Black Axe must roll a D6 at the start of each of its subsequent turns -- if the result is higher than the number of Wounds it has remaining, that model suffers an additional Wound with no armour saves allowed. Show less
Rules:
Multiple Wounds (D3) — Each unsaved Wound (after armour/ward saves, before Regeneration) is multiplied into more than one Wound by the bracketed amount (which may be a dice roll, rolled separately per unsaved Wound).… Show moreEach unsaved Wound (after armour/ward saves, before Regeneration) is multiplied into more than one Wound by the bracketed amount (which may be a dice roll, rolled separately per unsaved Wound). Unless specified, only applies to close combat attacks. Show less
Armour of the Barrows Magic Item
Magic Armour. Full plate armour. If an enemy with a magic weapon wounds Krell in close combat and Krell passes his armour save, that magic weapon's abilities are nullified -- it is treated as a… Show moreMagic Armour. Full plate armour. If an enemy with a magic weapon wounds Krell in close combat and Krell passes his armour save, that magic weapon's abilities are nullified -- it is treated as a normal, non-magical weapon of the same type for the remainder of the game (a hand weapon, if no type is listed). Show less
Grants:
Armour 3+ (Armour of the Barrows), Missile 3+ (Armour of the Barrows)
Animated Construct, Undead, Fear, Regeneration (4+), Unstable, Vigour Mortis
Corpsemaster
0
3
4+
3
0
0
2
1
5
Master of the Dead
The Necromancer is able to use the Invocation of Nehek spell to increase units of Skeleton Warriors beyond their starting size.
Awaken from the Grave
When Helman Ghorst successfully casts the Invocation of Nehek or Raise Dead spells, he can add +D3 to the total number of Skeletons or Zombies created.
The Brothers Ghorst
If Helman Ghorst is mounted on a Corpse Cart, all attacks from the Restless Dead pulling it are resolved at Strength 4.
Equipment
Hand Weapon
The Liber Noctis Magic Item
Arcane Item. Gives Helman +1 Power dice in each of his Magic phases. Only he may use this dice.
Magic
Wizard Level 2
Uses:
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
The Red Thirst
Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost… Show moreWhenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
Lance Alternative — not equipped
6 pts
Strength +2 (charge only) · +2 Initiative
The +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the… Show moreThe +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the usual "Parry cannot be used by mounted models" restriction for that one turn only. This applies both to mounted attackers and mounted defenders with a shield. Show less
Additional Hand Weapon Alternative — not equipped
3 pts
+1 Attacks · Two-handed
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
Grants:
Parry 6+ (Additional Hand Weapon)
Magic
May choose from:
Lore of Shadow
— Smoke and Mirrors: After a Lore of Shadow spell is successfully cast and resolved, the casting Wizard may immediately move (not march) using Fly (10) as if it were the Remaining Moves sub-phase, even if in close combat.
Lore of Death
— Life Leeching: When a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6… Show moreWhen a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6 rolled, the Wizard immediately adds a dice to their army's power pool. Show less
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
Animated Construct, Undead, Fear, Fly (8), Unstable, Stomp, Terror
Special Rules:
,
Vampiric
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
The Red Thirst
Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost… Show moreWhenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules. Show less
Equipment
Hand Weapon
Magic
Wizard Level 1
May choose from:
Lore of Metal
— Metallic Attraction: The casting difficulty for a Lore of Metal spell is lowered by 1 if the majority of models in the target unit have light or medium armour, or by 2 if the majority have heavy or full plate armour.… Show moreThe casting difficulty for a Lore of Metal spell is lowered by 1 if the majority of models in the target unit have light or medium armour, or by 2 if the majority have heavy or full plate armour. Roll a D6 in case of a tie. Show less
Lore of Heavens
— Fate Manipulation: When a Lore of Heavens spell is successfully cast, roll a D6; on a 4+ the Wizard may re-roll one dice (a casting result or a spell's number of Hits) for a further spell cast this Magic phase.
Lore of Shadow
— Smoke and Mirrors: After a Lore of Shadow spell is successfully cast and resolved, the casting Wizard may immediately move (not march) using Fly (10) as if it were the Remaining Moves sub-phase, even if in close combat.
Lore of Death
— Life Leeching: When a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6… Show moreWhen a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6 rolled, the Wizard immediately adds a dice to their army's power pool. Show less
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
The Red Thirst
Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost… Show moreWhenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules. Show less
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
Grants:
Parry 6+ (Additional Hand Weapon)
Magic
May choose from:
Lore of Shadow
— Smoke and Mirrors: After a Lore of Shadow spell is successfully cast and resolved, the casting Wizard may immediately move (not march) using Fly (10) as if it were the Remaining Moves sub-phase, even if in close combat.
Lore of Death
— Life Leeching: When a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6… Show moreWhen a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6 rolled, the Wizard immediately adds a dice to their army's power pool. Show less
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
The Red Thirst
Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost… Show moreWhenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules. Show less
Martial Honour
The Vampire must always issue and accept challenges when possible.
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
Lance Alternative — not equipped
8 pts
Strength +2 (charge only) · +2 Initiative
The +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the… Show moreThe +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the usual "Parry cannot be used by mounted models" restriction for that one turn only. This applies both to mounted attackers and mounted defenders with a shield. Show less
Additional Hand Weapon Alternative — not equipped
4 pts
+1 Attacks · Two-handed
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
Grants:
Parry 6+ (Additional Hand Weapon)
Magic
May choose from:
Lore of Shadow
— Smoke and Mirrors: After a Lore of Shadow spell is successfully cast and resolved, the casting Wizard may immediately move (not march) using Fly (10) as if it were the Remaining Moves sub-phase, even if in close combat.
Lore of Death
— Life Leeching: When a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6… Show moreWhen a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6 rolled, the Wizard immediately adds a dice to their army's power pool. Show less
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
The Red Thirst
Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost… Show moreWhenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules. Show less
Magic
May choose from:
Lore of Beasts
— Wildheart: If a Lore of Beasts spell targets one or more units of war beasts, cavalry, monstrous beasts, monstrous cavalry, chariots, monsters, swarms, or any unit from Warhammer: Beastmen, the casting… Show moreIf a Lore of Beasts spell targets one or more units of war beasts, cavalry, monstrous beasts, monstrous cavalry, chariots, monsters, swarms, or any unit from Warhammer: Beastmen, the casting difficulty is reduced by 1. Show less
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
Animated Construct, Undead, Fear, Regeneration (4+), Unstable, Vigour Mortis
Corpsemaster
0
3
4+
3
0
0
2
1
5
Equipment
Hand Weapon
Magic
Wizard Level 1
May choose from:
Lore of Death
— Life Leeching: When a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6… Show moreWhen a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6 rolled, the Wizard immediately adds a dice to their army's power pool. Show less
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
Lance Alternative — not equipped
6 pts
Strength +2 (charge only) · +2 Initiative
The +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the… Show moreThe +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the usual "Parry cannot be used by mounted models" restriction for that one turn only. This applies both to mounted attackers and mounted defenders with a shield. Show less
Additional Hand Weapon Alternative — not equipped
3 pts
+1 Attacks · Two-handed
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
A Wraith can substitute all of its Attacks in close combat for a single Chill Grasp Attack. The Wraith makes a single Attack; if this Attack hits, then it will automatically wound with the Ignores… Show moreA Wraith can substitute all of its Attacks in close combat for a single Chill Grasp Attack. The Wraith makes a single Attack; if this Attack hits, then it will automatically wound with the Ignores Armour saves special rule. Show less
Equipment
Great Weapon
Strength +1 · -2 Initiative · Two-handed
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Multiple Shots (2) — The weapon fires several shots (number in brackets) instead of one, at -1 To Hit if firing the full number (in addition to other modifiers); it can instead fire a single shot without penalty. All… Show moreThe weapon fires several shots (number in brackets) instead of one, at -1 To Hit if firing the full number (in addition to other modifiers); it can instead fire a single shot without penalty. All non-character models in a unit must fire the same way. War Machines with this rule don't suffer the -1 To Hit for firing Multiple Shots. Show less
Volley Fire — All models in the unit within range may fire in the Shooting phase as long as at least one model can draw Line of Sight to the target, but the unit suffers -1 To Hit if it does. Cannot be used if the… Show moreAll models in the unit within range may fire in the Shooting phase as long as at least one model can draw Line of Sight to the target, but the unit suffers -1 To Hit if it does. Cannot be used if the unit moved earlier in the turn, or if the target is within half the weapon's maximum range. Show less
Crossbow Alternative — not equipped
3 pts
Range 30" · Strength 4
30" Strength 4, Move or Fire
Rules:
Move or Fire — The weapon cannot be fired in the Shooting phase if the model moved earlier in the turn (including rallying, reforming or pivoting), even if compulsory. Mounted models may still move and fire, but… Show moreThe weapon cannot be fired in the Shooting phase if the model moved earlier in the turn (including rallying, reforming or pivoting), even if compulsory. Mounted models may still move and fire, but may not March if they do so, unless specified. Show less
Command:
Champion (+10 pts), Musician (+5 pts), Standard Bearer (+10 pts) -- may carry a magic standard worth up to 25 pts
Zombie units can be increased beyond their starting size by spells and effects that add models to an existing unit. In addition, when Zombie units are successfully targeted by the Invocation of Nehek… Show moreZombie units can be increased beyond their starting size by spells and effects that add models to an existing unit. In addition, when Zombie units are successfully targeted by the Invocation of Nehek spell from the Lore of Necromancy, they regain an extra D6 Wounds. However, they also suffer one more casualty than normal as a result of Unstable. Show less
Equipment
Hand Weapon
Command:
Musician (+5 pts), Standard Bearer (+5 pts)
Multiple Shots (2) — The weapon fires several shots (number in brackets) instead of one, at -1 To Hit if firing the full number (in addition to other modifiers); it can instead fire a single shot without penalty. All… Show moreThe weapon fires several shots (number in brackets) instead of one, at -1 To Hit if firing the full number (in addition to other modifiers); it can instead fire a single shot without penalty. All non-character models in a unit must fire the same way. War Machines with this rule don't suffer the -1 To Hit for firing Multiple Shots. Show less
Volley Fire — All models in the unit within range may fire in the Shooting phase as long as at least one model can draw Line of Sight to the target, but the unit suffers -1 To Hit if it does. Cannot be used if the… Show moreAll models in the unit within range may fire in the Shooting phase as long as at least one model can draw Line of Sight to the target, but the unit suffers -1 To Hit if it does. Cannot be used if the unit moved earlier in the turn, or if the target is within half the weapon's maximum range. Show less
Crossbow Alternative — not equipped
5 pts
Range 30" · Strength 4
30" Strength 4, Move or Fire
Rules:
Move or Fire — The weapon cannot be fired in the Shooting phase if the model moved earlier in the turn (including rallying, reforming or pivoting), even if compulsory. Mounted models may still move and fire, but… Show moreThe weapon cannot be fired in the Shooting phase if the model moved earlier in the turn (including rallying, reforming or pivoting), even if compulsory. Mounted models may still move and fire, but may not March if they do so, unless specified. Show less
Torch Alternative — not equipped
1 pts
Rules:
Flaming Attacks — Causes Fear in War Beasts, Cavalry, Chariots and Flammable creatures; a Panic test from a Flaming shooting attack suffers -1 Leadership. Unless stated otherwise, applies to both shooting and close… Show moreCauses Fear in War Beasts, Cavalry, Chariots and Flammable creatures; a Panic test from a Flaming shooting attack suffers -1 Leadership. Unless stated otherwise, applies to both shooting and close combat, but not to spells or magic weapon attacks. Show less
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
The +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the… Show moreThe +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the usual "Parry cannot be used by mounted models" restriction for that one turn only. This applies both to mounted attackers and mounted defenders with a shield. Show less
Attacks made by Hexwraiths and Hellwraiths in close combat have the Flaming Attacks and Ignores Armour saves special rules (attached to this unit's own card as their own separate Rules).
Soulstriders
Hexwraiths and Hellwraiths can move through unengaged units (whether friendly or enemy) during the Remaining Moves sub-phase, but cannot end their movement within 1" of another unit.
Equipment
Great Weapon
Strength +1 · -2 Initiative · Two-handed
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
Command:
Champion (+10 pts)
Add a Model Link
Crypt Horrors
Special · Monstrous Infantry · 37 pts/model · 3+ models
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
The Red Thirst
Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost… Show moreWhenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules. Show less
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
The +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the… Show moreThe +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the usual "Parry cannot be used by mounted models" restriction for that one turn only. This applies both to mounted attackers and mounted defenders with a shield. Show less
Could Take Instead
The Flag of Blood Keep Alternative — not equippedMagic Item
50 pts
Magic Standard. Blood Knights only. A unit of Blood Knights with the Flag of Blood Keep upgrade gains a Ward save (4+) against missile attacks only.
Grants:
Ward 4+ (The Flag of Blood Keep)
Command:
Champion (+10 pts), Musician (+10 pts), Standard Bearer (+10 pts) -- may carry a magic standard worth up to 75 pts
At the beginning of the owning player's Magic phase, the Black Coach feeds on magical energy. Immediately after the total number of power dice for that phase has been determined, roll all the power… Show moreAt the beginning of the owning player's Magic phase, the Black Coach feeds on magical energy. Immediately after the total number of power dice for that phase has been determined, roll all the power dice in the pool. If any of these dice roll a 6, a portion of the power it represents is siphoned into the Black Coach. Power dice that are 'siphoned' by the Black Coach in this fashion can be used in the Magic phase as normal, though keep a note of how many are siphoned in this way. If you have more than one Black Coach in your army, randomly determine which Black Coach gains each siphoned dice. Each dice increases that Black Coach's abilities for the rest of the game, all cumulative: 1 -- +1 Impact Hit when it charges. 2 -- the Cairn Wraith and Nightmares have +1 Strength. 3 -- the Black Coach's Impact Hits, Nightmares' and Cairn Wraith's Attacks gain the Killing Blow and Flaming Attacks special rules. 4 -- the Black Coach gains the Magic Resistance (2) and Strider special rules. 5 -- the Black Coach has the Ethereal special rule. 6 -- the Black Coach has the Fly (8) special rule. Show less
Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll… Show moreModels with the Vampiric special rule have the Fear and Immunity (Psychology) special rules (attached to this unit's own card as their own separate Rules). In addition, enemies must re-roll successful To Wound rolls against them. This does not apply to Magical Attacks, Flaming Attacks, or successful Killing Blows. Show less
The Red Thirst
Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost… Show moreWhenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules. Show less
Bestial Fury
For the purposes of calculating combat result bonuses, a Varghulf counts as having no flanks or rear.
A Wraith can substitute all of its Attacks in close combat for a single Chill Grasp Attack. The Wraith makes a single Attack; if this Attack hits, then it will automatically wound with the Ignores… Show moreA Wraith can substitute all of its Attacks in close combat for a single Chill Grasp Attack. The Wraith makes a single Attack; if this Attack hits, then it will automatically wound with the Ignores Armour saves special rule. Show less
Equipment
Great Weapon
Strength +1 · -2 Initiative · Two-handed
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
A special missile attack with a range of 8" that can be used even if the bearer has marched, charged or is engaged in close combat. It may target enemy units in combat following the normal rules for… Show moreA special missile attack with a range of 8" that can be used even if the bearer has marched, charged or is engaged in close combat. It may target enemy units in combat following the normal rules for shooting into combat -- if the bearer is engaged in combat, its Ghostly Howl can only target an enemy unit in base contact. To resolve a Ghostly Howl, roll 2D6+2. For each point by which the result exceeds the target unit's Leadership, the target unit suffers 1 Wound which Ignores Armour Saves. Ghostly Howl is a non-physical Magical Attack and Wounds suffered from it are distributed as if from shooting. Show less
Any Wizard attempting to cast spells from the Lore of Death or Lore of Necromancy within 12" of the Necrofex Colossus gains +1 to their Casting roll.
Necrofex Colossus Special Attacks
When it is the Necrofex Colossus' turn to strike in close combat, roll a D6: 1-2 Batter and Slash -- the Necrofex Colossus fights using the Random Attacks (D6+1) special rule. 3-4 Impale -- select… Show moreWhen it is the Necrofex Colossus' turn to strike in close combat, roll a D6: 1-2 Batter and Slash -- the Necrofex Colossus fights using the Random Attacks (D6+1) special rule. 3-4 Impale -- select one model in base contact; that model, and all models in the same file, must pass an Initiative test or suffer a Strength 7 Hit with the Multiple Wounds (D6) special rule. 5-6 Screams of the Damned -- the Necrofex Colossus may make a Death Shriek (see Terrorgheist) into close combat. This replaces the Necrofex Colossus' own Attacks characteristic entirely, which is why it is printed as "*". Show less
Magic
May choose from:
Lore of Death
— Life Leeching: When a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6… Show moreWhen a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6 rolled, the Wizard immediately adds a dice to their army's power pool. Show less
Lore of Necromancy
— The Curse of Undeath: When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.
A model mounted upon (or pulled by) a model with this special rule gains the Ethereal special rule for the purposes of movement only. They do not suffer the movement penalty for being barded. Whilst… Show moreA model mounted upon (or pulled by) a model with this special rule gains the Ethereal special rule for the purposes of movement only. They do not suffer the movement penalty for being barded. Whilst a unit with this special rule is joined by a character without the Spectral Steeds or Ethereal special rules, it loses this special rule. Show less
Bound Spell, Power Level 3. An augment spell that targets the Coven Throne. It may re-roll all failed To Hit or To Wound rolls (owning player's choice) for the remainder of the turn.
Battle of Wills
Immediately before the first model in an enemy unit rolls To Hit against the Coven Throne (either in close combat or shooting), the opponent must roll a D6 and add it to his unit's Leadership… Show moreImmediately before the first model in an enemy unit rolls To Hit against the Coven Throne (either in close combat or shooting), the opponent must roll a D6 and add it to his unit's Leadership (attacks that do not roll To Hit are exempt). Next, roll a D6 and add it to the Coven Throne's Leadership. Subtract the enemy's total from the Coven Throne's total, and apply the result -- these last until the end of the turn: 0 or less "Back off, devils!" -- no effect. 1-2 "Must... resist..." -- the enemy is at -1 Weapon Skill and -1 Ballistic Skill. 3-5 "Bewitched" -- the enemy must re-roll successful To Hit rolls. 6+ "Completely enthralled" -- the enemy turns upon themselves: every model in the enemy unit makes a single close combat attack, resolved against its own unit; war machines take a single Strength 3 hit for each remaining crewman against the crew's Toughness. Affected units may not otherwise shoot or attack this turn. Show less
Spectral Steeds
A model mounted upon (or pulled by) a model with this special rule gains the Ethereal special rule for the purposes of movement only. They do not suffer the movement penalty for being barded. Whilst… Show moreA model mounted upon (or pulled by) a model with this special rule gains the Ethereal special rule for the purposes of movement only. They do not suffer the movement penalty for being barded. Whilst a unit with this special rule is joined by a character without the Spectral Steeds or Ethereal special rules, it loses this special rule. Show less
Optional Companion Units
Pallid HandmaidensFree
Spirit HordeFree
Rules:
Random Attacks (2D6), Expendable, Swiftstride, Skirmishers, Vanguard
A model mounted upon (or pulled by) a model with this special rule gains the Ethereal special rule for the purposes of movement only. They do not suffer the movement penalty for being barded. Whilst… Show moreA model mounted upon (or pulled by) a model with this special rule gains the Ethereal special rule for the purposes of movement only. They do not suffer the movement penalty for being barded. Whilst a unit with this special rule is joined by a character without the Spectral Steeds or Ethereal special rules, it loses this special rule. Show less
Could Take Instead
Barding Alternative — not equipped
4 pts
Reduces the mount's Movement characteristic by 1.
Grants:
Armour 6+ (Barding), Missile 6+ (Barding)
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