ARMY SELECTION
The Gothic Undead Army uses retine rules for army selction. This works as follows. Choose a Warlord and work out the points cost. Then add a number of regiments under his command and work out the regiments points cost. The regiment(s) must always cost more points than the Warlord who leds them.
0-25% Monsters
0-25% Allies
Allies: Undead Gothic may allie with - Chaos Warriors, Chaos Deamonds, Beastmen, Fimir and Dark Elves.
SPECIAL RULES:
Hate Al-Nehekhara: The Gothic Undead hate Al-Nehekhara Undead.
March Move: No Undead troops other than Necromancers, Vampires, and Ghouls can ever make a march move. They also may not stand and fire or flee if they are charged. All they can do is stand to receive the attack.
General Slain: If the army General is killed all the Undead units are immediately destroyed and removed from play. The units are lost permanently, they do not come back to life if the army General reappears.
Undead characters such as Necromanders, Vampires, Liches, and Undead Champions are not affected by this rule: their will to strong enough to keep them alive. In addition, any unit that is led by an Undead character also has a chance of surviving. Make a Leadership test against the Leadership value of the character. if this test is passed then the Undead unit remains in play. If the test is failed then the unit is destroyed as normal, though the Undead character will remain in play. If the unit survives then the character must remain with the unit for the rest of the battle; if he leaves or is killed then the unit is destroyed unless there is another Undead character with the unit and he manages to pass a leadership test in order to sustain the unit.
Necromancers: Two types of models in this list may use Necromantic spell cards: Necromancers and Vampires. In addition to the Necromantic spell cards, they may also use Dark Magic spells and Battle Magic deck. When the Undead player chooses his spells he must declare which decks he wants to use and how many cards he wants from each. He must choose at least one Necromantic spell.
Magic: Necromantic spells are used slightly differently from other spells. Normally a spell can only be cast once per magic phase. However, in the case of Undead wizards the following special rules apply:
An Undead wizard may cast the same Necromantic spell more than once during a magic phase, so long as he has sufficient power cards left to do so.
To see if the Undead wizard is able to cast a Necromantic spell again, roll a D6 after the spell has been cast and refer to the table below. You must roll the dice each time the spell is cast. If the dice roll is less than the number shown on the table the the spell card must be put to one side and may not be used again that magic phase. If the dice roll equals or exceeds the number shown on the table the spell can be retained and cast a second or subsequent time. A spell can be re-cast onto the same target if it is initially dispelled.
Undead Wizard
Necromancer Lord Automatic
Master Necromancer 2 or more
Necromancer Champion 3 or more
Necromancer 4 or more
Vampire Lord 5 or more
Vampire Count 6 or more
Vampire Countesss 6 or more
Note that Necromancer Lords automatically retain any Necromantic spell cards that they use; no dice roll is required. A Necromancer Lord may cast the same spell any number of times so long as they have enough power cards to do so.
Werewolf Abilities:
The following abilities may be given to any werewolf character:
Tremendous Strength...............10 pts
A werewolf with this ability is exceptionally strong and powerful. Add +1 to the characterıs Strength stat.
Thick fur..................................25 pts
A werewolf with this ability has thicker fur than most and is more difficult to injure in combat. Add +1 to the characterıs Toughness stat.
Quickness.................................15 pts
A werewolf with this ability is incredibly fast. Add +1 to Initiative, and +1 to Attacks.
Stamina ....................................25 pts
A werewolf with this ability can fight on despite grievous wounds. Add +1 to the characters Wound stat
Regenerate..........................25 pts
A werewolf with this ability can heal itself as it is wounded. When a werewolf character with this ability is wounded, roll a d6. On a 4+, the wound is ignored.
Regain Frenzy .....................15 pts
A werewolf with this ability is steadfast in its ferocity. If broken in hand-to-hand combat this werewolf may reroll a failed Leadership test . However, the second roll must be abided by even if it is unsuccessful.
Keen Senses.........................20 pts
A werewolf with this ability is exceptionally keen of sight, hearing, and smell. Infiltrators may not deploy within 18² of a werewolf with this ability.
Bounding Leap ...................10 pts
A werewolf with this ability may leap 4² in addition to its movement during the move phase. It may make a normal move and leap, run and leap, or charge and leap, but it can only leap once during the turn. A leap will take the werewolf over any man-high obstacle without penalty, including enemy models, so a werewolf with this ability may choose between between the two closest enemy units for its charge. Note that a werewolf character leading a unit can not take this ability.
Howl...................................25 pts
A werewolf with this ability can give voice to a howl of eerie and disturbing quality at the beginning of the Werewolf turn. All units within 24" of the werewolf must make an immediate Panic test. Note: Cavalry units on horses must also make this test even if they are normally immune to Panic, Psychology, etc. A werewolf character may howl a number of times equal to his level per game, but only once per turn. (Example: an Alpha Lord may howl three times per game, while a Pack Leader may howl only once.)