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Undead (Evil)
Skeleton Warriors Infantry
Unit Size Sp Me Ra De At Ne Pts
Regiment(20)
5 5+ – 4+ 12 -/16 90 Lifeleech (1), Shambling
Ghouls Infantry
Unit Size Sp Me Ra De At Ne Pts
Horde(40)
6 4+ – 3+ 25 19/21 150 Lifeleech (1)
Revenants Infantry
Unit Size Sp Me Ra De At Ne Pts
Troop(10)
5 4+ – 5+ 10 -/13 85 Lifeleech (1), Shambling
Mummies Infantry
Unit Size Sp Me Ra De At Ne Pts
Troop(10)
5 4+ – 5+ 10 -/14 120 Crushing Strength (2), Lifeleech (1), Regeneration (5+), Shambling
Zombie Trolls Large Infantry
Unit Size Sp Me Ra De At Ne Pts
Horde(6)
6 4+ – 4+ 18 -/18 175 Crushing Strength (2), Lifeleech (1), Shambling
Werewolves Large Infantry
Unit Size Sp Me Ra De At Ne Pts
Regiment(3)
9 3+ – 5+ 9 12/14 160 Crushing Strength (1), Lifeleech (1), Nimble
Soul Reaver Cavalry Cavalry
Unit Size Sp Me Ra De At Ne Pts
Troop(5)
8 3+ – 6+ 10 12/14 195 Crushing Strength (1), Lifeleech (2), Thunderous Charge (2)
Troop(5)
8 3+ – 6+ 10 12/14 195 Crushing Strength (1), Lifeleech (2), Thunderous Charge (2)
Vampire on Undead Dragon Hero (Mon)
Unit Size Sp Me Ra De At Ne Pts
(1)
10 3+ – 5+ 10 17/19 330 Hero (Mon), Breath Attack (10), Crushing Strength (3), Fly, Inspiring, Lifeleech (2), Surge (3)
Lykanis Hero (LrgInf)
Unit Size Sp Me Ra De At Ne Pts
(1)
9 3+ – 5+ 5 13/15 145 Hero (LrgInf), Crushing Strength (2), Inspiring (Werewolves only), Lifeleech (1), Nimble
Breath Attack The unit has a ranged attack for which you roll (n) dice rather than the Attacks value of the unit. This attack has a range of 12″ and always hits on 4+, regardless of any modifier.
Crushing Strength All melee hits inflicted by the unit have a +(n) modifier when rolling to damage.
Fly The unit can move over anything (blocking terrain, enemy units, friendly units when charging, etc.), but still cannot land on top of them. The unit does not suffer hindered charges for moving over difficult terrain or obstacles, unless it ends the move within or touching them. The unit also has the Nimble special rule.
Inspiring If this unit, or any friendly non-allied unit within 6″ of this unit, is Routed, the opponent must re-roll that Nerve test. The second result stands.
Lifeleech In a melee, this unit regains one point of damage it has previously suffered for every point of damage it deals, up to a maximum of n.
Nimble The unit can make a single extra pivot of up to 90 degrees around its centre while executing any move order, including a Charge! It cannot make this extra pivot when ordered to Halt. In addition, the unit does not suffer from the –1 to hit modifier for moving and shooting.
Regeneration (5+) Every time this unit receives an order (including Halt!), before doing anything else, roll a number of dice equal to the amount of damage currently on the unit. For every result of 5+, the unit recovers a point of damage.
Shambling The unit cannot be ordered ‘At the Double’, except when carrying out a Vanguard move.
Surge Spell. Range: 12″. Friendly unit with the Shambling special rule only. Hits don’t inflict damage. Instead, for every hit ‘inflicted’, the Shambling friendly unit moves straight forward a full inch (stopping just out of contact from friendly units and blocking terrain). If this movement brings it into contact with an enemy unit, treat this as a successful charge against the enemy facing that has been contacted. However, the charged unit will not take any Nerve tests for any damage it might have taken previously in that Shoot phase. If the Surge move took the unit over an obstacle or through difficult terrain then it will be hindered in the ensuing combat as normal. This spell has no effect on units with a speed of 0.
Thunderous Charge All melee hits inflicted by the unit have a +(n) modifier when rolling to damage. This bonus is in addition to the unit’s Crushing Strength (if any), however the unit loses this bonus when Disordered or during Hindered charges.
Forces of Nature (Neutral)
Naiad Ensnarers Infantry
Unit Size Sp Me Ra De At Ne Pts
Troop(10)
5 4+ – 3+ 10 9/11 100 Ensnare, Pathfinders, Regeneration (4+)
Horde(40)
5 4+ – 3+ 25 20/22 230 Ensnare, Pathfinders, Regeneration (4+)
Horde(40)
5 4+ – 3+ 25 20/22 230 Ensnare, Pathfinders, Regeneration (4+)
Horde(40)
5 4+ – 3+ 25 20/22 230 Ensnare, Pathfinders, Regeneration (4+)
Elementals Large Infantry
Unit Size Sp Me Ra De At Ne Pts
Regiment(3)
10 4+ – 5+ 9 -/14 130 Fly, Pathfinders, Shambling
– Air: become SP 10 and gain Fly, but lose Crushing Strength 20
Forest Shamblers Large Infantry
Unit Size Sp Me Ra De At Ne Pts
Horde(6)
6 4+ – 5+ 18 -/17 190 Crushing Strength (1), Pathfinders, Shambling, Vanguard
Pegasus Hero (LrgCav)
Unit Size Sp Me Ra De At Ne Pts
(1)
10 3+ – 4+ 3 10/12 80 Hero (LrgCav), Fly, Pathfinders, Thunderous Charge (1)
(1)
10 3+ – 4+ 3 10/12 80 Hero (LrgCav), Fly, Pathfinders, Thunderous Charge (1)
Beast of Nature Monster
Unit Size Sp Me Ra De At Ne Pts
(1)
10 3+ – 5+ 5 15/17 130 Crushing Strength (2), Fly, Lightning Bolt (6), Pathfinders
– Lightning Bolt (6) 30
– Fly and Speed 10 50
Greater Elemental Monster
Unit Size Sp Me Ra De At Ne Pts
(1)
10 4+ – 5+ 8 -/18 160 Crushing Strength (1), Fly, Pathfinders, Shambling, Wind Blast (3)
– Air: become Sp 10 and gain Fly and Wind Blast (3) but reduced to Crushing Strength (1) 30
Crushing Strength All melee hits inflicted by the unit have a +(n) modifier when rolling to damage.
Ensnare When attacking this unit in its front, enemies suffer an additional -1 to hit in melee.
Fly The unit can move over anything (blocking terrain, enemy units, friendly units when charging, etc.), but still cannot land on top of them. The unit does not suffer hindered charges for moving over difficult terrain or obstacles, unless it ends the move within or touching them. The unit also has the Nimble special rule.
Lightning Bolt Spell. Range 24″. Piercing (1) – roll to damage as normal.
Pathfinders The unit suffers no movement penalties for difficult terrain, simply treating it as open terrain. Pathfinder units are not Hindered for charging through difficult terrain.
Regeneration (4+) Every time this unit receives an order (including Halt!), before doing anything else, roll a number of dice equal to the amount of damage currently on the unit. For every result of 4+, the unit recovers a point of damage.
Shambling The unit cannot be ordered ‘At the Double’, except when carrying out a Vanguard move.
Thunderous Charge All melee hits inflicted by the unit have a +(n) modifier when rolling to damage. This bonus is in addition to the unit’s Crushing Strength (if any), however the unit loses this bonus when Disordered or during Hindered charges.
Vanguard The unit can make a single At the Double or Advance order after set-up is finished. If both armies have units with this rule, roll a die. The highest scorer decides who begins to move one of their Vanguard units first, then the players alternate until all Vanguard units have been moved.
Wind Blast Spell. Range 18″. Hits don’t inflict damage. Instead, each hit pushes the target enemy unit 1″ directly backwards if the caster is in the target unit’s front arc, directly sideways and away from the caster if the caster is in either of the target unit’s flank arcs, or directly forwards if the caster is in the target unit’s rear arc. The target stops 1″ away from enemy units or just out of contact with blocking terrain and friends. This spell has no effect on units with a speed of 0.