|
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 |
|