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UNDEAD

In the Warhammer World, the dead do not rest easy. Necromancers practise their foul arts in distant castles and the deepest caves, and Vampires stalk the darkness. Mummies, Skeletons and the Ghosts of the dead protect their graves, jealously guarding the treasure they coveted whilst their bodies still lived.


VAMPIRE BAT

Vampire Bats have developed a taste for blood, turning them into frenzied attackers in the midst of battle.

Vampire Bat

Wounds

1

Move

8

Weapon Skill

2

Ballistic Skill

-

Strength

2

Toughness

2

Armour

-

Initiative

1

Attacks

1

Damage

1D6

Gold

25

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Vampire Bat

3

4

4

4

5

5

6

6

6

6

Vampire Bat

Ambush, Magic A; Fly; Poison Attack.


ZOMBIE

Zombies are fresh corpses brought back to life by foul necromancy. Being more recently dead than Skeletons they retain more of their intellect and are more like living humans, although they are totally under the will of the Necromancer whose conjurations created them. Although rejuvenated by magic they continue to decay. Their flesh is rank and tattered and caked with blood.

Zombie

Wounds

5

Move

4

Weapon Skill

2

Ballistic Skill

-

Strength

3

Toughness

3

Armour

-

Initiative

1

Attacks

1

Damage

1D6

Gold

40

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Zombie

3

4

4

4

5

5

6

6

6

6

Zombie

Fear 3.


SKELETAL STEED

Skeletal Steeds are ghastly creatures. They were once normal horses, but when they died their flesh decomposed. When all that was left of them was their bones, evil Necromancers raised them from the dead.

Skeletal Steed

Wounds

6

Move

8

Weapon Skill

2

Ballistic Skill

-

Strength

3

Toughness

3

Armour

-

Initiative

2

Attacks

1

Damage

1D6

Gold

70

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Skeletal Steed

3

4

4

4

5

5

6

6

6

6

Skeletal Steed

Fear 5; Regenerate 1.

Skeletal Steeds can be ridden by any Skeletons, Wights, Necromancers, Liches or Vampires.


GHOUL

Ghouls are the descendants of insane and evil hearted cannibals - men who ate the flesh of the dead. Over the years they have degenerated into a race that is no longer human. They live amongst places of the dead, feeding on corpses and sometimes attacking lone travellers or vulnerable groups.

Ghoul

Wounds

4

Move

4

Weapon Skill

2

Ballistic Skill

-

Strength

3

Toughness

4

Armour

-

Initiative

3

Attacks

2

Damage

1D6

Gold

80

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Ghoul

3

4

4

4

5

5

6

6

6

6

Ghoul

Break; Fear 4.


SKELETONS

Skeleton Warriors claw themselves out of the earth to attack the living. They wield rusty swords and axes, and mouldering remnants of armour still cling to their frame.

Skeleton

Skeleton Captain

Wounds

5

13

Move

4

4

Weapon Skill

2

2

Ballistic Skill

5+

5+

Strength

3

3

Toughness

3

3 (4)

Armour

-

1

Initiative

2

2

Attacks

1

1

Damage

1D6

2D6

Gold

80

200

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Skeleton

3

4

4

4

5

5

6

6

6

6

Skeleton Captain

3

4

4

4

5

5

6

6

6

6

Skeleton

Armed with [1-2] Bows (Str 3), [3-4] Spears (Fight in Ranks) or [5-6] Swords; Fear 5; Regenerate 1.

Skeleton Captain

Fear 6; Regenerate 1.


GRAVE GUARD

Grave Guard are the remains of long dead warriors, summoned from the grave to protect their ancient tombs from the living.

Grave Guard

Crypt Keeper

Wounds

14

20

Move

4

4

Weapon Skill

3

3

Ballistic Skill

5+

4+

Strength

3

4

Toughness

4 (5)

4 (5)

Armour

1

2

Initiative

3

3

Attacks

1

2

Damage

2D6

2D6

Gold

280

580

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Grave Guard

2

3

4

4

4

4

5

5

5

6

Crypt Keeper

2

3

4

4

4

4

5

5

5

6

Grave Guard

Fear 6.

Crypt Keeper

Fear 7; Magic Armour; Magic Weapon.


DIRE WOLVES

Dire Wolves have skull-like heads and rotting black fur. Their eyes glow with unnatural light and their bodies dissolve into nothing when they are slain. Doom Wolves, the strongest of the wolves, are specially bred to lead their packs into an unending service of carnage and darkness.

Dire Wolf

Doom Wolf

Wounds

8

14

Move

9

9

Weapon Skill

3

3

Ballistic Skill

-

-

Strength

4

5

Toughness

3

4

Armour

-

-

Initiative

3

3

Attacks

1

2

Damage

2D6

2D6

Gold

250

480

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Dire Wolf

2

3

4

4

4

4

5

5

5

6

Doom Wolf

2

3

4

4

4

4

5

5

5

6

Dire Wolf

Frenzy 5+; Gang Up.

Doom Wolf

Frenzy 5+; Gang Up.


GHOST

Ghosts are ethereal creatures or spirits, the shades of dead men returned to haunt the land of the living.

Ghost

Wounds

16

Move

4

Weapon Skill

2

Ballistic Skill

-

Strength

-

Toughness

3

Armour

-

Initiative

3

Attacks

1

Damage

Special

Gold

-

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Ghost

3

4

4

4

5

5

6

6

6

6

Ghost

Chill 1; Ethereal -1; Fear 6.


WIGHTS

Although their bodies are decayed leaving only bones and tattered flesh, Wights are held together by evil magic so strong that it has endured by centuries. They wear ancient battle gear, corroded by time. Their shrivelled and horrific bodies are adorned with golden amulets and rings.

Wight

Wight Lord

Wounds

14

35

Move

4

4

Weapon Skill

3

4

Ballistic Skill

-

-

Strength

3

4

Toughness

4 (6)

4 (6)

Armour

2

2

Initiative

3

4

Attacks

1

2

Damage

2D6

2D6

Gold

370

650

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Wight

2

3

4

4

4

4

5

5

5

6

Wight Lord

2

3

3

4

4

4

4

4

5

5

Wight

Fear 7.

Wight Lord

Fear 8; Magic Armour; Magic Weapon.


BLACK KNIGHTS

Black Knights are long-dead warriors who are tied to the land of the living by dark necromantic magic. They ride into battle on undead Nightmares.

Black Knight

Hell Knight

Nightmare

Wounds

14

35

6

Move

4

4

8

Weapon Skill

3

4

3

Ballistic Skill

4+

4+

-

Strength

3

4

4

Toughness

4 (6)

4 (6)

3

Armour

2

2

-

Initiative

3

4

8

Attacks

1

2

1

Damage

2D6

2D6

1D6/2D6 (6+)

Gold

350

650

190

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Black Knight

2

3

4

4

4

4

5

5

5

6

Hell Knight

2

3

3

4

4

4

4

4

5

5

Nightmare

2

3

4

4

4

4

5

5

5

6

Black Knight

Fear 7.

Hell Knight

Fear 8; Magic Armour; Magic Weapon.

Nightmare

Fear 6.


NIGHTMARE

Nightmares are carcasses of great warhorses brought back to life by necromantic arts. Balefire glows in their eyes and their decomposed bodies are rotted and foul. The sickening stench of death hangs around them as they gallop into battle, crushing the living beneath their mouldy hooves.

Nightmare

Wounds

6

Move

8

Weapon Skill

3

Ballistic Skill

-

Strength

4

Toughness

3

Armour

-

Initiative

8

Attacks

1

Damage

1D6/2D6 (6+)

Gold

190

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Nightmare

2

3

4

4

4

4

5

5

5

6

Nightmare

Fear 6.

Nightmares can be ridden by any Necromancers, Black Knights or Vampires.


MUMMY

Mummies are protected by powerful magics to preserve them and cheat death itself. They are deadly opponents, capable of delivering crushing blows upon their enemies.

Mummy

Wounds

40

Move

3

Weapon Skill

3

Ballistic Skill

-

Strength

4

Toughness

5

Armour

-

Initiative

3

Attacks

2

Damage

2D6

Gold

450

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Mummy

2

3

4

4

4

4

5

5

5

6

Mummy

Fear 7; Tomb Rot (1D3).

Attacking a Mummy with a source of fire causes an extra +1D6 Wounds damage with each hit.

Tomb Rot

Mummies can cause Tomb Rot, their mere presence rotting nearby creature's flesh. Any Warrior who ends the turn adjacent to a Mummy takes an extra 1Dn Wounds (where n is the number in brackets after the Tomb Rot entry), with no modifiers for Toughness or armour. Tomb Rot is Fatal Damage.


NECROMANCERS

A Necromancer is an evil wizard with powers over the world of the dead. His magic enables him to extend his own life for centuries and to raise corpses to create Skeletons and Zombies.

Necromancer

Necromancer Champion

Master Necromancer

Necromancer Lord

Wounds

25

29

34

39

Move

4

4

4

4

Weapon Skill

4

5

6

7

Ballistic Skill

3+

2+

1+

A

Strength

4

4

5

5

Toughness

3

3

4

4

Armour

-

-

-

-

Initiative

3

4

5

6

Attacks

2

3

4

5

Damage

2D6

2D6

3D6

4D6

Gold

680

1630

2780

4100

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Necromancer

2

3

3

4

4

4

4

4

5

5

Necromancer Champion

2

2

3

3

4

4

4

4

4

4

Master Necromancer

2

2

3

3