RETINER:
Mummy Champions ................................. 32 points each
Mummy Champions may lead units of Mummies, Skelaton Warriors, Tomb Gaurdians, Skelaton Archers and Skelaton Steed.
Profile M WS BS S T W I A Ld
Champion 3 4 0 5 5 4 4 3 8
Options: May have Double-handed Weapons (+2 points) or Additional Hand Weapons (+1 point).
May Ride: May ride a Skelaton Steed (+2 points).
Magic Items: May carry a single magic item.
Special Rules:
Fear: Mummies cause fear.
Fire: Mummies are highly flamable. Wounds caused by fire cause double damage to mummies.
Immune to Psychology: Mummies are not effected by psychology.
Mummies ........................................... points
Profile M WS BS S T W I A Ld
Mummies 3 3 0 4 5 4 3 2 8
Options: May have Double-handed Weapons (+2 points) or Additional Hand Weapons (+1 point).
Special Rules:
Fear: Mummies cause fear.
Fire: Mummies are highly flamable. Wounds caused by fire cause double damage to mummies.
Immune to Psychology: Mummies are not effected by psychology.
Break: If Mummies are beaten in combat and fail there break test they do not flee but continue to fight.
0-1 Unit of Tomb Gaurdians ..................... points
Profile M WS BS S T W I A Ld
Tomb Gaurd
Weapons/Armour: Heavy Armour and Halberds
Options: May carry a shild (+1 point).
Special Rules:
Fear: Tomb Gaurd cause fear.
Immune to Psychology: Tomb Gaurd are not effected by psychology.
Break: If Tomb Guard are beaten in combat and fail there break test they crumble to dust.
Skelaton Champions ................................. 18 points each
Skelaton Champions may lead units of Skelaton Warriors, Tomb Gaurdians, Skelaton Archers and Skelaton Steed.
Profile M WS BS S T W I A Ld
Champion 4 3 3 4 3 1 4 2 5
Options: May have Light Armour (+2 points), Shields (+1 points), Spears (+1 point), Double-handed weapon (+2 points), Halberds (+3 points) or Bows (+2 points).
May Ride: May ride a Skelaton Steed (+2 points).
Magic Items: May carry a single magic item.
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 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), Shields (+1 points), Spears (+1 point), Double-handed weapon (+2 points) or Halberds (+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 Archers ................................. 7 points each
Profile M WS BS S T W I A Ld
Skelatons 4 2 2 3 3 1 2 1 5
Weapons/Armour: Bows
Options: May have Light Armour (+2 points) or Shields (+1 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.
Skirmish: Skelatons may Skirmish
Snake Arrows: Skellie archers use "dead snakes" instead of arrows. This means that they ignore to hit modifiers and always hit on a 5+.
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.
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.
Vulture 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.