WARHAMMER ARMIES - UNDEAD GOTHIC

RETINER:

Tralls ........................................... 37 points
Tralls may be used as Champions in units of Pesents, Skelatons, Zombies and Tralls. They may also make up units of there own kind.

Profile M WS BS S T W I A Ld
Tralls 4 3 0 3 4 3 3 2 5

Options: May have Heavy Armour (+3 points), Light Armour (+2 points), Shield (+1 point), Spears (+2 points) and Skelaton Steeds (+2 points).

Magic Items: Trall Champions may carry a single magic items as a champion.

Special Rules:

Fear: Tralls cause fear.

Immune to Psychology: Tralls are not effected by psychology.

Break: If Tralls are beaten in combat and fail there break test they crumble to dust.

Trall Blades: Tralls are armed with magical blades any blow from the Wight Blade causes not 1 but D3 wounds.

Wraiths ................................. 75 points each
Wraiths may be used as Champions in units of Pesents, Skelatons, Zombies and Wraiths. They may also make up units of there own kind.

Profile M WS BS S T W I A Ld
Wraiths 4 3 0 3 4 3 3 2 5

Special Rules:

Etheral: Wraiths can move through solid objects and suffer no penalties for moving over difficult terrain or obstacles. They can move through buildings just as easily, but they cannot move through living creatures.

Terror: Wraiths cause Terror. Remeber creatures that cause Terror also cause Fear.

Immune to Psychology: Wraiths are immune to all psychology i.e. fear, terror and panic.

Combat: Wraiths cannot be harmed in combat except by magic weapons and deamonds. They are affected by magic spells as normal. They can be defeated in combat by combat results.

Chill Attack: If a victim takes a wound from a Wraith then it must -1 from all its combat dice rolls to hit. If it takes two wound it -2 and so on.

Combat Results: If beaten in combat and they fail there break test Wraiths do not flee but are immediantly destroyed.

Ghosts ................................. 35 points each

Profile M WS BS S T W I A Ld
Ghosts 4 2 0 0 3 3 3 1 5

Special Rules:

Etheral: Ghosts can move through solid objects and suffer no penalties for moving over difficult terrain or obstacles. They can move through buildings just as easily, but they cannot move through living creatures.

Fear: Ghosts cause Fear.

Immune to Psychology: Ghosts are immune to all psychology i.e. fear, terror and panic.

Combat: Ghosts cannot be harmed in combat except by magic weapons and deamonds. They are affected by magic spells as normal. They can be defeated in combat by combat results.

Combat Results: If beaten in combat and they fail there break test Wraiths do not flee but are immediantly destroyed.

Skelaton Warriors ................................. 5 points each

Profile M WS BS S T W I A Ld
Skelatons 4 2 2 3 3 1 2 1 5

Options: May have Light Armour (+2 points), Bows (+2 points), Shields (+1 points), Spears (+1 point), Double-handed weapon (+2 points), Halberds (+3 points) or Crossbows (+3 points). May carry a Magic Standard.

Special Rules:

Fear: Skelatons cause Fear.

Immune to Psychology: Skelatons are immune to all psychology i.e. fear, terror and panic.

Combat Results: If beaten in combat one model will be removed for every point they loss by.

Skelaton Horsemen ................................. 10 points each

Profile M WS BS S T W I A Ld
Skelatons 4 2 2 3 3 1 2 1 5
Steed 8 2 0 3 3 1 2 1 5

Options: May have Light armour (+2 points), Bows (+2 points), Shields (+1 points) or Lance (+4 points). May carry a Magic Standard.

Special Rules:

Etheral: Skelaton Steeds can move through solid objects and suffer no penalties for moving over difficult terrain or obstacles. They can move through buildings just as easily, but they cannot move through living creatures.

Fear: Skelatons cause Fear.

Immune to Psychology: Skelatons are immune to all psychology i.e. fear, terror and panic.

Combat Results: If beaten in combat one model will be removed for every point they loss by.

Zombies ................................. 4 points each

Profile M WS BS S T W I A Ld
Zombies 4 2 0 3 3 1 1 1 5

Options: May have Light Armour (+2 points), Bows (+2 points), Shields (+1 points) or Double-handed weapon (+2 points).

Special Rules:

Fear: Zombies cause Fear.

Immune to Psychology: Zombies are immune to all psychology i.e. fear, terror and panic.

Combat Results: If beaten in combat one model will be removed for every point they loss by.

Ghouls ................................. 8 points each

Profile M WS BS S T W I A Ld
Ghouls 4 2 0 3 4 1 3 2 5

Options: None

Special Rules:

Fear: Ghouls cause Fear.

Combat Results: If beaten in combat Ghouls will always flee. There is no need to take break tests.

Pursuit: Ghouls will not pursue fleeing units but will stop to feed on there enermies. When a unit is within 12" and they roll 4+ on a D6 they will stop feeding.

Packleader ............................................. 85 points
Packleaders may be used as Champions in units of Werewolves.

Profile M WS BS S T W I A Ld
Champion 4 3 3 3 3 1 3 1 7
Packleader 9 5 0 4 4 1 4 2 8

Options: May have a Shield (+1 point) or any weapon chossen from equipment list.

Werewolf Abilities: Packleaders may have a single werewolf ability.

SPECIAL RULES:

Frenzy: Werewolves are vicious and filled with blood lust. Therefore all werewolves are subject to the rules for frenzy.

Fear: Werewolves are frightening creatures. Their transformations are unsettling to even the most stalwart of humans. Therefore all werewolves cause fear.

Skirmish: All Werewolf units may skirmish and are subject to all the rules as described in the Warhammer rulebook.

Movement: Werewolves are creatures of the forest. In any wolf form they suffer no penalty for movement through this kind of terrain.

Deploy in Human Form: All werewolves must deploy in human form (unless noted).

Transformation: Werewolves shift form quickly, but in battle some time is taken up. When werewolves shift form, they sacrifice their movement, being too busy with their shape shifting to advance upon the enemy.

Panic Tests for Horses: Horses have an overpowering fear of werewolves and are reluctant to approach them. When charging or charged by werewolves, cavalry units with horses must make a Leadership test to maintain control of their mounts or Panic and flee. This test MUST be taken regardless of the riders immunity to Panic, Psychology, etc. as it is the horses who are affected.

Werewolves ........................ 20 points each

Werewolf warriors are members of the Alpha Lord's pack. In battle they form into skirmishing units to attack their foes. Werewolf regiments must always deploy in their human form at the start of the game.

PROFILE M WS BS S T W I A Ld
Human 4 3 3 3 3 1 3 1 7
Werewolf 9 4 0 3 3 1 3 1 7

Equipment: Werewolf warriors wear no armor as it would interfere with their shape change. They may carry a sword or other hand weapon, but these are dropped when they change form.

Save: None.

Options: Any regiment of werewolves may be given shields at an additional cost of +1 point per model, or other weapon chosen from the weapon list at the appropriate points cost, but as with any hand weapon, this too, will be dropped when the wolf form is assumed.

SPECIAL RULES:

Frenzy: Werewolves are vicious and filled with blood lust. Therefore all werewolves are subject to the rules for frenzy.

Fear: Werewolves are frightening creatures. Their transformations are unsettling to even the most stalwart of humans. Therefore all werewolves cause fear.

Skirmish: All Werewolf units may skirmish and are subject to all the rules as described in the Warhammer rulebook.

Movement: Werewolves are creatures of the forest. In any wolf form they suffer no penalty for movement through this kind of terrain.

Deploy in Human Form: All werewolves must deploy in human form (unless noted).

Transformation: Werewolves shift form quickly, but in battle some time is taken up. When werewolves shift form, they sacrifice their movement, being too busy with their shape shifting to advance upon the enemy.

Panic Tests for Horses: Horses have an overpowering fear of werewolves and are reluctant to approach them. When charging or charged by werewolves, cavalry units with horses must make a Leadership test to maintain control of their mounts or Panic and flee. This test MUST be taken regardless of the riders immunity to Panic, Psychology, etc. as it is the horses who are affected.

Peseants ................................. 5 points each

Profile M WS BS S T W I A Ld
Peseants 4 3 3 3 3 1 3 1 7

Options: May have Light Armour (+2 points), Bows (+2 points), Shields (+1 points) or Spears (+1 point). May carry a Magic Standard.

Skelaton Chariots ................................. 30 points each

Profile M WS BS S T W I A Ld
Skelatons 4 2 2 3 3 1 2 1 5
Steed 8 2 0 3 3 1 2 1 5
Chariot - - - - 7 3 - - -

Options: Crew may have Light Armour (+2 points), Bows (+2 points) or Shields (+1 points). The Chariot may have sytheed wheeld (+20 points). One chariot may carry a Magic Standard.

Special Rules:

Etheral: Skelaton Steeds can move through solid objects and suffer no penalties for moving over difficult terrain or obstacles. They can move through buildings just as easily, but they cannot move through living creatures.

Fear: Skelatons cause Fear.

Immune to Psychology: Skelatons are immune to all psychology i.e. fear, terror and panic.

Combat Results: If beaten in combat one model will be removed for every point they loss by.

Screaming Skull Chuckers ................................. 74 points each

Profile M WS BS S T W I A Ld
Skelatons 4 2 2 3 3 1 2 1 5
Catapult - - - - 7 3 - - -

Artilley Piece Range Strength Save Wounds per Hit
Catapult 48" 7 none D3

Options: Crew may have Light Armour (+2 points each).

Special Rules:

Fear: A unit hit by the Catapult must take a fear test.

Immune to Psychology: The Skelaton Crew are immune to all psychology i.e. fear, terror and panic.

Carrion ................................................. 45 points each

Profile M WS BS S T W I A Ld
Carrion 4 3 0 3 3 2 4 3+ 7

Special Rules:

Fear: Carrion cause Fear.

Immune to Psychology: Carrion are immune to all psychology i.e. fear, terror and panic.

Combat: Carrion cannot be broken in h-to-h combat. For evey point of damage they loss by the unit takes another wound.

Ghost Rider: For every wound caused by the Carrion the Rider will make an additional attack. This can mean a Carrion can attack upto 6 times.