I first developed this army in the topic "Home-Made Army", which has now grown to 21 pages long! I need some more feedback and input to finalise it, and Spacmarine- my long suffering companion- is unable to aid anymore. As those few other than he who have posted to Home-Made Army have complained that the long length of that topic makes it hard to follow, I have decided to post a new topic so as to make things easier.
What I'm looking for mainly is feedback on what to change and alter to make the army balanced, but I'd also like the following:
A poll on which units to keep and which to retain- there's too many of them!
If you actually decide to give this army a whirl, and your opponent lets you, let me know how it went.
If you actually decide to model an army, I'd really appreciate it if you'd post a picture here.
Anyhoo, without further ado, I present to you Codex: Necromancers:
The Necromancers are notoriously close-mouthed about their past, but legends say they departed earth with the other seeds of humanity during the Dark Age of Technology. Ancient Necromagi, now transformed into undead Liches, have spoken with fond remembrance of the founding of dark, necropolistic empires, of worlds scoured clean of life, of stars stained red with blood and of twisted luxuries. But then came the Emperor and His Great Crusade; the Necromancers resisted but were driven back, back to the Maelstrom, to the Eye, to the ghostly worlds of the Halo Stars. On the verge of extinction, only the outbreak of the Horus Heresy and the near-death of the Emperor spared them. Forgotten by all as the Imperium began the slow process of rebuilding, the Necromancers fortified themselves and began to weave their plans, dreams of returning to their former glory resounding in the dark depths of their souls.
Now their time has come: the Imperium has been forced back towards the abyss and teeters on the brink of oblivion, millennia of total war have left massive graveyards swollen with corpses for their use and as humanity slowly completes its torturous evolution into a psychic race more and more of their kind are born. They owe a debt of death and destruction to the Imperium, and they will see they are repaid in blood and ashes. Despite this, Necromancers tend to be loners, even during their glory time they rarely approached one another, and it is only the greater threat of the Imperium which forces them to pool their resources today. Necromagi, the most powerful of the Necromancers, can raise vast armies of walking corpse on their own, and thus need never ally with one another. For the less-powerful Necromancers, teamwork is essential to ensure a substantial amount of corpses are available for the fight. The Necrophages, incapable of raising the dead on their own, are forced to fight alongside the Necromancers, as even their might is useless against the massive amount of firepower and bodies the Imperium can call to battle.
The Necromancers can be found in almost any star system, preferring those locations where they may blend in; hive worlds such as Necromunda, domain of Karloth Valois the Zombiemaster, are particular favourites, but they can be found anywhere. Their mastery of flesh-altering psychic power makes them more resilient than any normal man, so they may survive in harsher conditions than any mere human could. Necromancers are psychically drawn to places of shadows and darkness, places that have known death and destruction, so they may be found on any world, hiding in the shadowed places of the planet. As a result, there are incalculable Necromancer kingdoms scattered throughout the galaxy… and they are all both unique and deadly.
Their relationships with other races are varied; they hate, fear and despise the Tyranids and the Necrons, the former consumes everything leaving nothing for the Necromancers to raise while the latter are regarded as a twisted parody of their own forces. Given their natural territories are often Necrontyr Stasis Tomb Worlds, Necromancers and Necrons fight constantly.
They hate the Imperium, and many desire nothing more than to see it overthrown and destroyed, or at least changed for the "better".
The Eldar loathe the Necromancers, who in turn regard them with a sort of camaraderie, seeing a kinship between the two races due to the Eldar's practise of creating Wraithguard and Wraithlords. They do not allow these sentiments to interfere with their safety, but many Eldar Outcasts have disappeared only to be rediscovered in the ranks of the Necromancers, having been corrupted to their way of life.
The Eldar's Dark Kin and the Necromancers have little to do with each other, so they are neutral towards one another.
The Orks regard the Necromancers with distaste, seeing their refusal to die as cowardly and their warp-magics are anathema to the brutish Greenskins.
As of yet the Necromancers and the Tau have not encountered each other, but when they do the results will undoubtedly be catastrophic.
Chaos is the greatest ally of the Necromancers, their relationship goes back a long way and many Necromancers are devoted to the Chaos Gods. Most of those who worship them align themselves with Nurgle, who embraces their disease-crafting and life-prolonging powers with relish. Others turn to Tzeentch, for the obsession of ever-greater psychic power is a driving force for many Necromancers. Still others slip accidently into the tender embrace of Slaanesh, for many are the blood-drinking beauties who desire nothing more than to spend eternity indulging themselves in their hedonistic desires, and great is the number of twisted Necromancers who use their psychic abilities to relish foul, unnatural carnal pleasures. Rare are those who serve Khorne the Blood God, but some Necrophages devote their eternal blood lust and death-hunger to him.
Now that the Imperium is too badly harried to devote its attention to them, the Necromancers have constructed great fleets to ferry their undead legions between the stars. Twisted wrecks which should not work drift silently through the Ether, guided and sustained by the power of the Necromancers. On the battlefield the enemies of the Necromancers are filled with terror, for in a universe of war the dead are legion, every casualty they take rises to swell the ranks of their opponents. Hordes of silent, rotting warriors shamble across the battlefield, rusty weapons clenched tightly in bloodless fists, ignorant of the bullets and lasers which scythe their unfeeling flesh. None can face the undead without hearing the emotionless proclamation of their masters, and all quake for in their heart of hearts they know that the Necromancers speak the truth:
As you are, we once were.
As we are, you shall be…
Special Rules:
Undead: the unit/character does not count as Living, is Immune to Morale/Pinning and is subject to the By Your Will… rule detailed below. Undead Characters are not subject to the By Your Will.. rule. In addition, Undead units (unless joined by a character or capable of drawing Line of Sight to the commander) always count as moving in Difficult Terrain, but no extra penalties are gained if they are in difficult terrain.
By Your Will…: the creations of a necromancer are dependent on the psychic energies of their master to continue their existence, so his death is a major hindrance. If your commander (one of your HQ units chosen at the start of the battle, you must let your opponent know which it is) dies, all units with the Undead rule on the playing field must pass a Ld test at the start of each turn, suffering an amount of unsavable wounds equal to the amount the test is failed by.
Infernal Hierarchy: the Undead are fuelled by psychic energy, thus the Commander (see By Your Will…) must be a psyker. If the army includes a Necromagus then the Necromagus is automatically the Commander, otherwise it is the most expensive Necromancer. This means that a Necrophage can NEVER be the commander, and that an Undead army MUST always include EITHER a Necromagus or a Necromancer Cabal. An Undead Unit joined by an Independent Character is immune By Your Will.
Living: this is a category for enemy units, some Undead special rules only affect these types of units. The following units are not Living: Daemons, any and all units in a Necron army (including C’Tan), vehicles of any sort and Tau Drones. Some units in a Necromancer army are (technically) still living, these have the Alive! Descriptor in their rules list.
Insubstantial: a unit with this rule exists partially in the Warp and partially in the real world, consequently it phases in and out of existence. It ignores the effects of terrain, ignores armour saves and gains a 4+ Invulnerable save, but it cannot transport or be transported. It may Deep Strike (using the rules for teleportation).
Army List:
HQ: 0-1 Necromagus, Necromancer Cabal, Necrophage
Elites: Wights, 0-2 Harrowed, 0-1 Cauldron Born, 0-1 Herald of Death
Troops: Undead Horde, Ghosts, 0-2 Black Regiment, Necro-Cultists
Fast Attack: Ghouls, Death Riders, Carrion Swarms, Flesh Beasts,
Heavy Support: Corpse Golem, Damned Minds
Units
Necromagus 100 points
With age comes experience, a being who has lived a long life often has honed its skills considerably. A necromancer cannot perish from old age however, so it has centuries, even millennia to hone its formidable psychic powers. The oldest, most powerful necromancers are known as Necromagi, beings who have stalked the blood-drenched stars for eons and who have honed their powers to incredible levels. A Necromagus no longer needs to hide in fear or cower amongst a group of like-minded psykers, they are proud, solitary figures who stalk the fiercest battlefields unharmed, bringing swift death and an eternity of servitude to any foolish enough to confront them. Some rare Necromagi are not ancient psykers, but psychic prodigies; psykers with such a natural affinity for death that they can summon entire armies of the walking dead on their own. Regardless of their origin, Necromagi are the most powerful and deadly threat in the armies of the Undead.
WS: 4
BS: 6
S: 4
T: 4
W: 3
I: 5
A: 2
LD: 10
SV: 3+
Weapons: The Necromagus comes with a staff of necromancy. The Necromagus also has access to the armoury, being able to purchase 160 points of gear.
Special Rules:
Great Necromancer: The Necromagus is an ancient necromancer, far more powerful and learned a being than he used to be. The Necromagus may choose up to two powers from the Necromantic powers list. The Necromagus negates the “The Hunger� rule of any Undead Horde Unit within 12� and also negates the “Unstable� rule of any Corpse Golem within 12�.
Retinue: a Necromagus may be accompanied by a retinue of 3-8 Wights or 5-10 Cauldron Born for the points costs normal to the unit, a retinue of Cauldron Born does not count as the sole unit of Cauldron Born allowed to the army.
Necromancer Cabal 30 points per model
The existence of psykers is a fact of life in the grim darkness of the 41st millennium, and the capacity for humans to develop outlandish abilities widely recognized. Though some develop the psychic ability to manipulate flesh and bone, to alter the very fabric of life, there are some rare few whose prowess extends, not into the realm of the living, but into the realm of the dead. These are the necromancers, psykers who have learned to use their ‘gift’ to pervert the cycle of life and create monstrous, unfeeling servitors. Upon the battlefield, such beings gather in groups for safety, either amidst a coven of its own kind or deep with the ranks of undead servants. Hateful and vicious, they are the masters of the undead and the heralds of oblivion, all who oppose them face death itself.
WS: 3
BS: 5
S: 4
T: 4
W: 2
I: 4
A: 2
LD: 9
SV: 4+
Number per squad: 1-5 Necromancers
Weapons: Each Necromancer may buy 75 points from the armoury. Otherwise they count as having a close combat weapon and bolt pistol.
Options: Each Necromancer has psychic abilities of his own (otherwise why would he bother becoming a necromancer?) and therefore must buy one psychic power from the list.
Special Rules:
Coven: Necromancers depend upon numbers to keep them safe, so if not associating with others of their kind they skulk amidst their creations. A Necromancer Cabal can split up by allowing members to join other units before the battle, however a Cabal must either retain 2 Necromancers or be totally split (all Necromancers assigned to other units). Necromancers can be assigned to Corpse Golems, which means they must always remain within 6� of them. A Necromancer assigned to a Corpse Golem negates the “Unstable� rule, whilst one assigned to an Undead Horde negates the “The Hunger� rule.
Strength in Numbers: Necromancers commonly combine their psychic powers on the battlefield so as to increase their psychic strength, this practise also allows them siphon excess energy from their fellows. In a Cabal, a Necromancer who suffers a Perils of the Warp attack may reduce its strength by –1 for each necromancer present (thus a minimum sized cabal reduces all Perils of the Warp attacks by –1, a full sized one reduces by –4). This cannot reduce the strength of the attack below 1.
Necrophage
Points Cost: 90
WS - 6
BS - 4
S - 6
T - 5
W - 3
I - 4
A - 3
LD - 9
SV - 4+
Options: Can purchase up to 100 points of wargear from the armoury, with the exception of psychic powers.
Special Rules:
Eater of the Dead: Necrophage’s are horrific cannibals, driven by the desire to feast on the freshly slain. A Necrophage cannot pursue a unit that flees from it, being too busy eating the corpses.
Driven by Hunger: A Necrophage counts as having the “The Hunger� rule (see Undead Horde.
Wights 30 points each
WS: 4
BS: 4
S: 5
T: 4
W: 2
I: 4
A: 2
LD: 10
SV: 3+
Number per squad: 3-8
Weapons: Close combat weapon and bolt pistol.
Options: One model in a squad may be upgraded to a Great Champion for 20 points. These wights were once Space marine heroes, Chaplains etc. A Great Champion gains +1 WS, BS and attacks.
Special Rules:
Strong Willed: Wights have a greater will than normal undead, so they are less dependant upon the driving will of the Necromancers. Wights are immune to By Your Will and always count as being able to draw LOS to the army commander.
Harrowed:
Bitter reminders of their former lives, these beings have had their souls taken by the Necromancers and are only husks of what they once were. Their minds are now the belongings of the necromancers, their bodies surrendered to them. They have no control over their actions, their minds, or even their thoughts.
Choose one of the following units; Imperial Guard Infantry Platoon, Chaos/Imperial Space Marine Squad, Tau Fire Warriors, Kroot Mercenaries, Ork Shoota/Slugga Boyz, Eldar Guardians, Sisters of Battle or Dark Eldar Warriors. The unit follows all the normal rules for itself (statistics, points cost, upgrades ect) but gains the Unalive rule.
Unalive: though Necromancers are infamous for their ability to raise the dead in a mockery of life, some rare few have developed even further powers of restoration, which twist the line between life and undeath. An unliving creature does not decay, retains all of it’s mind and can even do all the things the living can do; eat, sleep, drink, breathe, even reproduce! However, it retains the undead’s immunity to fear and pain… and it is totally loyal to its Necromancer master. An Unalive creature is Fearless, and when wounded roll a D6; on a 5+ the wound is ignored.
Cauldron Born
Unlike usual zombies, which can be reanimated even from the oldest of corpses, the Cauldron Born (a name who's origins have been lost in the sands of time, even the oldest of Necromancers are unsure of it's true meaning) can only be created in one way. For a Cauldron Born to be created a Necromancer must find a warrior at the very moment of death, before the warriors spirit can completely escape the Necromancer must apply a rune to the helmet of the armour, this rune binds the spirit to the armour itself and enables the Necromancer to control the spirit. Over time the Necromancer applies more runes to the armour to strengthen their control over the spirit.
At first the spirit has all the memories of his former life and has some measure of control, but as time goes on the spirit loses their memories till only a basic pattern remains. To ensure they won't rebel against their masters most Necromancers keep them locked away for nearly a century to break the spirit and make them easier to control. Over time the spirit comes to hate life itself and the end result is nothing more than an animated hatred of life itself. These creatures speak no understandable language but constantly emit a stream of jumbled words and phrases, the ghostly echoes of the spirit which inhabits the armour.
WS - 4
BS - 3
S - 5
T - 4
W - 2
I - 4
A - 1
LD - 9
SV - 3+
Cost - 36
Unit Size - Each unit consists of between five and ten Cauldron Born
Weapons - Each Cauldron Born carries a CCW and has Wrathbolt (counts as a Bolt Pistol)
Options - One Cauldron Born may be upgraded to an Ancient Cauldron Born at +19 points. The Ancient Cauldron Born has +1 attack and replaces its Wrathbolt with Hatescourge, which has the following profile:
Rng - 12"
Str- 8
Ap - 3
Assault 1
Special Rules:
All is Dust - Cauldron Born are, for all intents and purposes, animated suits of armour that have to be blown to pieces or hacked apart in order to disable them. Because of this only shooting attacks that have a strength of 5 or more will affect a Cauldron Born. Note that they can be attacked in close combat normally.
Hate the Living: Cauldron Born are fuelled by their unquenchable hatred for all who still draw breath, and the presence of living foes drives them into frenzies of destruction. For every wounding hit a Cauldron Born unit makes, it makes an extra attack.
Strong Willed: Cauldron Born have a greater will than normal undead, so they are less dependant upon the driving will of the Necromancers. Cauldron Born are immune to By Your Will and always count as being able to draw LOS to the army commander.
0-1 Heralds of Death
The Heralds of Death are the most feared of all the Necromancer’s servants; unliving assassins armed with ancient weapons, the Heralds of Death are as lethal and deadly as their name suggests. Where they come from is unknown, some scholars think they may be a sub-breed of Necrophage, other- more blasphemous- scholars have whispered that the Heralds are somehow tied to the Assassins of the Imperium, whether Assassins corrupted in the same way as Harrowed or created from the binding of Daemonic entities into the corpses of slain Assassins. Heralds commonly adopt garb similar to that worn by Imperial Assassins, but that depends on their creators and their own personal whims. Heralds are amongst the most varied in appearance of all undead, some look perfectly normal, even noble, but have pale white skin. Others must wear masks and cowls to conceal rotting flesh or the marks of surgical experimentation. All are lethally fast and agile, and totally impossible to sway from their tasks.
Points Per Model: 125
Ws: 7
Bs: 5
S: 5
T: 4
W: 2
I: 7
A: 4
Ld: 10
Sv: /4+*
Equipment: Unnatural Agility, Frag Grenades, Krak Grenades, also choose a weapons set from the choices below at the cost listed, Archeo-Weapons are automatically Master-Crafted
Archeo-Gun and power weapon-45 points
Archeo-Blade and needle pistol-35 points
2 Power Weapons-25 points
Archeo-Gun and Archeo-Blade- 70 points
Rules: Unalive, Infil-Traitor*, Ambusher*, Hide*
Infil-Traitor: due to their unliving nature, Heralds can infiltrate living beings with greater ease than any other undead, and Necromancers often get them to impersonate enemy soldiers to launch lethal surprise assaults. If you wish, you may nominate a Living unit at the start of the game, the Herald is hidden within. The Herald remains unplayed until the start of the Close Combat Phase, whereupon you may decide to reveal it. When revealed, remove one enemy model from that unit (he was the one the Herald slew and impersonated) and place the Herald in its former position. The Herald immediately makes a Hit-and-Run attack against the host unit. Heralds can also be deployed using the Infiltration rule.
Ambusher: Heralds are by their nature masters of springing lethal ambushes, exploding from out of the shadows to maim and slay before disappearing again. Heralds count as having the Hit-and-Run rule, but may only Hit-and-Run if they start within terrain that provides a Cover Save.
Hide: Heralds are masters of disguise and camouflage, and with their necromantic nature they are capable of concealing themselves perfectly to avoid detection. If a Herald is within terrain that provides a Cover Save, he can opt to hide. Whilst hiding, he cannot attack or be attacked by enemies until and unless he opts to stop hiding, but while hiding he cannot capture table quarters or hold objectives and does not count as surviving troops in a Meat Grinder battle.
Troops Choice: Necro-Cultists
Whilst most Necromancers prefer the company of the undead, there are something’s only the living can do. On some conquered planets, Necromancers are revered as immortal god-kings, and the living worship and revere them. In times of war, some of the most fanatical will eagerly follow along with the undead hordes of their masters, though of comparable strength to Imperial Guardsmen they fight fanatically, and some of their members are gifted with ancient Archeo-Tech, unearthed by their masters. Some of their enemies have cruelly remarked that the sole purpose of the Necro-Cultists is to discover what function a particular Archeo-Weapon has, so it can be given over to the Heralds of Death if (when) the cultists are annihilated.
Points Per Model: 12
Models Per Unit: 6-24
Ws: 3
Bs: 3
S: 3
T: 3
W: 1
I: 3
A: 1
Ld: 10
Sv: 5+
Equipment: Lasgun and Close Combat Weapon
Options: Promote one Necro-Cultist to Cult Leader for +7 points, a Cult Leader has +1 A and can purchase up to 25 points of Equipment from the Armoury, including the Tools of the Black Arts section. Promote up to 3 Cultists to Archeo-Tech Weapon Bearers for +25 points each. Each Weapon Bearer is armed with either an Archeo-Blade (single-handed CCW) or an Archeo-Gun (two-handed shooting weapon). Archeo-Weapons have random powers; roll a D6 on the respective table below. Archeo-Weapons have the Unstable rule; if a To Hit roll of 6 is made with an Archeo-Weapon then there is a potential the ancient device has malfunctioned. Resolve the attack then roll a D6; on a 1 the weapon is on the blink until after the following turn, an Archeo-Blade counts as a normal CCW while an Archeo-Gun can’t be used at all. On a 6 the weapon explodes (!), inflicting a S5 Ap3 hit on the bearer. Naturally, the weapon cannot be used further. Weapon Bearers may purchase the Master-Crafted Weapon upgrade from the armoury; a Master Crafted Archeo-Weapon is not Unstable.
Rules: Infiltrate, Fearless, Alive!
Archeo-Blade Table
1: Molecular Disruption- the weapon radiates energy which attacks its targets at the sub-atomic level, the weapons is a Power Weapon which gives +1 Strength.
2: Phase Blade- the weapon’s molecular structure is unstable, constantly altering and shifting. The weapon ignores both Armour Saves and Invulnerable Saves, but is destroyed if used against a C’Tan.
3: Shredding- the weapon is a whirling mass of blades and spikes, which rips and tears hideously at flesh, armour and bone. The weapon gives the wielder Rending, plus successful wounds caused are doubled.
4: Electrifying- the weapon buzzes and crackles with raw current, delivering flesh-numbing shocks to its victims. Targets wounded by the weapon must pass a Toughness test or be unable to do anything for one round.
5: Deflection- the weapon projects an energy field which nullifies enemy projectiles, swinging and moving of its own accord to block attacks. The wielder has a 3+ Inv save against shooting attacks. Plus, when a save is made roll a D6, on a 6 the shot is deflected back at the shooter.
6: Masterpiece- the weapon is a marvel of Dark Age Technology, with effects that simply cannot be duplicated by the Imperium. The Archeo-Blade has one power of your choice from the table above; in addition roll on the table again, rerolling further results of 6.
Archeo-Gun Table
1: Fusil- this gun is a shining example of Dark Age plasma weaponry, unlike the shoddy weapons of the Imperium of today, this gun doesn’t blow up (well, not as often and it’s always due to age, not design faults). Rng 12�, Str 5, Ap 3, Heavy 1
2: Needler Machinegun- almost identical to the Imperial Needler, a sniper rifle/pistol designed to fire poisonous darts, this gun uses the same ammunition but fires rapidly and expels masses of ammunition. Rng 18�, Str Toxin (always wound on 4+, Str 2 against vehicles), Ap 5, Assault 3.
3: Particle Rifle- this eldritch-looking sidearm fires triple beams of energy at the target, it apparently attacks the target at the molecular level. Rng 30�, Str (always counts as being equal to the target’s Toughness+2, Str 6 against vehicles), Ap 1, Assault 2
4: EMP Cannon- this weapon generates and projects an Electro-Magnetic Pulse, while harmless to organics this weapon is deadly against vehicles and, in recent times, Necrons. Rng 24�, Str 7 (only affects Vehicles and Necrons), Ap 1, Heavy 2
5: Scorpion- this strange-looking weapon fires lethal bolts of raw Dark Matter at the target. Rng 24�, Str 8, Ap 2, Assault 2 Blast
6: Death Ray- the gun is a highly refined energy cannon, capable of immense destruction. Rng 24�, Str 9, Ap 2, Heavy 1.
Undead Horde
Zombies and animated skeletons are archetypical monsters to humanity, with a history that stretches back to before even the Dark Age of Technology. Whereas zombies are found amongst the worlds of humanity, particularly on Hive Worlds such as Necromunda, skeletons are only found amongst the ranks of the Necromancers. Whilst the zombie is an assault warrior, driven to feast on warm flesh, skeletons are driven solely by the desire to kill, and thus are capable of utilising projectiles. Thus, on the battlefield, the two types of undead are grouped together: the skeletons whittle down the ranks of the enemies with their projectiles whilst the zombies absorb the fire that is directed upon them in turn.
Points per Model: 10
Models per Unit: 10-30
Ws: 3
Bs: 2
S: 3
T: 3
W: 1
I: 2
A: 1
Ld: 6
Sv: 5+
Equipment: an assortment of weapons ranging from crude to advanced, including blackpowder pistols, chainsaws, rocks, plasma cannons and bare teeth/claws. Count as Laspistol and Close Combat Weapon.
Upgrades: promote one Deadite to a Deadite Captain for +9 points (gains +1 I & A and +2 Ld). Promote the unit to have the Gravediggers special rule for +10 points. Up to 3 Deadites can be equipped with one special weapon from the following list: Plasma Cannon +35 points, Heavy Bolter +30 points, Lascannon +25 points.
Special Rules:
Relentless: a zombie or skeleton has no nervous system like a living creature, allowing it to simply ignore wounds which would cripple a living opponent. Deadites have Feel No Pain.
Sometimes They Come Back: it is unknown how, but the curse of undeath can sometimes spread across the battlefield, reinforcing the necromancer's troops with the casualties of their foes. Whenever an Undead Horde slays a Living model, roll a D6. On a 5+ the unit gets one free Deadite.
The Hunger: Deadites are driven by an innate urge to destroy the living, which sometimes interferes with their capabilities on the battlefield. Roll a D6 for each Undead Horde at the start of each Undead turn. On a 1 or a 2 the unit immediately charges towards the nearest enemy unit, forfeiting their ability to use their missile weapons in the Shooting Phase. If the unit is joined by a Necromancer, this rule is ignored, as the psykers can easily dominate the pitiful wills of their charges.
Gravediggers: often the undead make use of their ability to survive without air to launch surprise attacks by burying troops on the battlefield to spring lethal ambushes on their enemies. An Undead Horde with the Gravediggers special rule is deployed using the Reserves rule (even if this is not part of the scenario). Place a marker on the battlefield to visibly indicate where the unit will be deployed from, roll to see if they arrive as per a normal Reserve unit, adding +1 to the dice roll for every Living unit within 12". If you roll that they appear, and would rather they didn't, you must first pass a Ld test for the unit with a penalty of -1 for every Living unit within 12".
Ghosts 25 points per model
Ghosts are the restless souls of the dead, plucked from the seething depths of the Sea of Souls and bound to the superior will of the Necromancer. These tortured beings, composed of pure psychic energy, float across the battlefield as heralds of the inevitable fate of the living, their psychic energy-charged death cries capable of freezing the blood in the veins of the living being.
WS: 4
BS: 4
S: 3
T: 3
W: 1
I: 5
A: 1
LD: 8
SV: 4+
Number per squad: 3-10
Weapons: Ghostly claws, swords etc. They count as having one close combat weapon.
Special Rules: Insubstantial
Banshee Scream: The Ghost can emit a piercing scream so at just the right frequency to destroy the targets brain or at least confusing it's opponents. In the shooting phase the ghost may use the Banshee Scream with the following profile
range: self S: 4 AP: 5 When the banshee scream is used, place the small blast template over each banshee model; any enemy unit under this template will be hit automatically. Partially hit models are affected on a 4+.
BLACK REGIMENT: 16 points per model.
WS: 4
BS: 0
S: 4
T: 4
W: 1
I: 5
A: 2
LD: 9
SV: 4+
EDIT: Squad consists of 4- 10 Black Regiment.
Weapons: Members of a Black Regiment count as having two close combat weapons. (The extra attack is already included in their profile.)
Options: One model may be upgraded to a Black Regiment Champion for 10 points. Black Regiment Champions count as having power weapon and extra close combat weapon and gain +1 attack and leadership. They may also buy up to 40 points of wargear from the armoury.
Ghouls
Points per Model: 9
Models per Unit: 5-15
Ws: 3
Bs: 0
S: 4
T: 3
W: 1
I: 3
A: 2
Ld: 5
Sv: 6+
Equipment: Venomous Fangs and Diseased Claws.
Upgrades: promote one Ghoul to Ravager for +6 points (receives +1 I, A and Ld and may purchase up to 15 points of wargear from the armoury)
Special Rules: Rending, Infiltrate, Scouts, Alive!
Death Riders
Points per Model: 20
Models per Unit: 10-15
Ws: 4
Bs: 0
S: 3
T: 3
W: 1
I: 4
A: 2
Ld: 7
Sv: 5+
Equipment: close combat weapon and Laspistol
Upgrades: promote one Death Rider to Headless Horseman for +10 points (receives +1 I and A and may purchase up to 25 points of wargear from the armoury). The unit may be mounted on Winged Horrors for +10 points per model (move as if equipped with Jump Pack) or Nightmares for +15 points (gain a 5+ Inv save).
Special Rules: Cavalry, Fleet of Hoof
Crushing Charge: when a unit of Death Rider's charge, they receive +1 Strength as well as +1 Attack.
CARRION SWARM BASE: 20 Points
WS: 3
BS: 0
S: 3
T: 3
W: 3
I: 2
A: D6
LD: 7
SV: 5+
Number per squad: 5-10 swarm bases
Weapons: Mainly teeth, claws etc.
Options: + 10 points Big Ones! The carrion swarm includes large dog-like beasts. The swarm becomes strength 4.
+15 points Tiny swarms: The swarm is made up of thousands of poisonous insects etc. the swarm gains an extra D6 attacks.
Flesh Beasts
These strange beasts accompany the necromancers into battle, from afar they look a little like the mythical centaurs, but when you get close all that changes. Their bodies are disgusting, reminiscent of the creations of Nurgle. These beasts died out long ago, but the necromancers have brought their souls back into the world of the living and bound them to their bones. The necromancer takes the flesh of his prisoners in order to give these horrible beings a strong grip back on life. As such they are made from the rotting flesh of the necromancer’s victims.
17 points per model.
WS: 4
BS: 0
S: 4 (5)
T: 4
W: 1
I: 4
A: 2
LD: 8
SV: 4+
Weapons: These foul beasts carry scythes, blades, axes and anything else they can scavenge from the battlefield. They count as being equipped with great weapons, making them strength 5.
Options: One model may be upgraded to a Flesh Beast Master for +13 points. A Flesh Beast Master gains +1 attack and leadership and he may buy up to 30 points from the armoury.
Special Rules: Flesh Beasts & Flesh Beast Masters move as cavalry.
Corpse Golem
Number per Unit: 1
Heavy Support Choice
For the Necromancer, the psychic arts are a way to breathe life back into the dead. For some, the restoration of life is too simple, so they attempt to instil life into something which never lived before. Scavenging graveyards and battlefield for the choicest body parts and organs, soon a dreadful behemoth of putrescent flesh and scrap metal lies assembled. With a final unholy act, raw psychic energy courses into its body... and the beast rises! It's Alive! It's ALIVE! IT'S ALIVE!!!
WS - 6
BS - 3
S - 6
T - 5
W - 4
I - 4
A - 3
LD - 8
SV - 4+*
Equipment: claws, chains, broken machinery, irrespective of what is actually wielded the Corpse Golem counts as being armed with a close-combat weapon.
Special Rules: Monstrous Creature, Unstable, Stitching
Upgrades: May be equipped with the following for the indicated points;
Extra Limbs for +15 points (gains +D3 attacks instead of +1 when charging)
Chainsaw Arm for +10 points (adds +2D6 to Strength when rolling for Armour Penetration)
BFG for +30 points (Shooting weapon with the following profile; Rng 24�, Str 8, Ap 3, Heavy 2)
Bile Gland for +10 points (instead of fighting normally in close combat or shooting it may place the flamer template with the narrow end touching the Golem, affected models take 1 S 4 Ap 4 hit each)
Wings +25 points: the Golem may move as though equipped with a Jump Pack.
Stitching: the Corpse Golem is formed of corpses sewn together, and as such can repair itself with ease on the battlefield. A Corpse Golem may forfeit moving, shooting and engaging in close combat for a turn in order to repair 1 wound previously lost. When the Corpse Golem is slain make a Toughness test, if successful the Golem is restored with only one wound remaining.
Unstable: the Corpse Golem's mind is not very well-tuned, and it is common for these lumbering behemoths to become erratic when over-exposed to stimulus... such as on the battlefield... Roll a D6 at the start of each turn, on a 1 roll again on the table below.
1: These Not My Hands!: the Golem becomes overwhelmed with hatred for its creator, it immediately attacks the nearest Undead unit, if there are no allied units in range treat this as Self-Destruction.
2: Self-Destruction: crazed by the explosions and bright light flying around, the Golem frantically rips and tears at its stitching and flesh, losing 1 wound with no saves allowed.
3: Entranced: the Golem becomes hypnotised by its surroundings, its mind reduced to the level of a zombie. The Golem loses 2 Ws, 1 S and 1 A for the rest of the turn.
4: This Way No That Way!: The Golem loses control of its movements, the opposing player may move the Golem in any direction he/she wishes during the Undead movement phase. The Golem reverts back to the Necromancers control after the movement phase.
5: Bam Bam Bam!: the Golem immediately fires 2D6 shots at the nearest enemy unit, if the Golem does not have the BFG upgrade treat this as CHARGE!
6: CHARGE!: the Golem dashes towards the nearest enemy unit, intent on ripping them to shreds. The Golem immediately moves towards the nearest unit, making a move of 3D6". If it reaches the unit, it gets +D3 attacks instead of +1 (cumulative with the Extra Limbs upgrade, giving +2D3 attacks).
Damned Minds
70 points
Front Armour: 12
Side Armour: 12
Back Armour: 10
WS: 3
BS: 5
S: 8
A: 2
Special rules:
Psychic Shield: The brain inside the machine is that of a powerful psyker, it will attempt to defend itself from attacks with a powerful psychic shield. This gives the Damned Mind a 6+ invulnerable save in addition to its armour values.
Psychic weapons: The Damned Mind uses it's own amplified psychic powers to attack foes with bolts of raw psychic energy.
The Damned Mind must have a psychic lash (close combat weapon) and one other psychic weapon from the following list:
Psychic Implosion 40 points: The brain simply destroys the enemy from the inside... This power may be used in the shooting phase, with the following profile:
Range: 18" Strength: X AP: X Assault D6.
This attack causes an implosion inside the enemy’s body destroying them regardless of their armour, psychic implosion ignores armour saves. This attack will always wound on a 4+ due to its immense power. Against tanks this attack causes a glancing hit on a 4 or a penetrating hit on a 5+.
Psychic Bolts 40 points: This is an attack of great power, the brain unleashes terrifying bolts of raw psychic energy that literally rip the target apart, shredding through flesh, bone and armour alike. The necromantic dreadnought may fire this attack in the shooting phase with the following profile: Range 36" Strength: 8 AP: 2 Heavy 2.
Puppet-master 25 points: target 1 Living unit with 18", each model in that unit makes 1 attack against the unit itself
Armoury
Single-Handed Weapons:
Bolt Pistol 1 point
Plasma Pistol 10 points
Power Weapon 10/5 points
Pumpkin Bombs (shooting weapon, 15 points): sometimes necromancers have been sighted wielding strange explosives resembling gourds crudely carved into leering Daemonic visages, though these seem ridiculous they pack a powerful explosion. Pumpkin Bombs are used during the Shooting Phase with the following profile: Rng 18", Str 4, Ap 5, Assault D6.
Two-Handed Weapons:
Bolter 2 point
Shotgun 1 point
Storm Bolter 10/5 points
Great Weapon 3 points
Wargear:
Unholy Icon 10 points: these twisted, sigil-engraven totems serve as magnets to draw raw warp-energy to the wielder. A unit with an Unholy Icon reduces the amount of wounds caused by a failed By Your Will roll by –D3. It also always counts as being able to draw LOS to the army Commander.
Blasphemous Standard (one per army) 20 points: these corrupted banners are a symbol of the unremitting horror of the undead, of their unquenchable thirst for death and their refusal to die. Any undead unit with one model within 18� of the Blasphemous Standard gains +1 Attack and may roll a D6 for each casualty it suffers, on a 6+ the casualty is ignored.
Warrior Familiar 15 points: knowing that their focus on the perfection of their psychic powers leaves them vulnerable to assault, necromancers often create undead bodyguards to defend them. A Warrior Familiar inflicts 1 S5 attack on every enemy in base-contact with its master at the start of the Undead assault phase.
Psychic Familiar 10 points: (may only be purchased by Necromancers and the Necromagus) this form of familiar takes many forms, from the still-living brain of a fellow psyker trapped in a jar to a homunculus formed from the psyker’s blood. A Psychic Familiar allows the psyker to reroll psychic powers tests. A Necromancer with a Psychic Familiar is allowed to purchase +1 psychic power.
Scout Familiar 15 points: these fast, nimble little creatures commonly resemble bats or giant eyeballs with wings. They fly ahead of their master to discover enemies and also help guide their shots. A character with a Scout Familiar counts as being armed with an Auspex and may re-roll one failed To-Hit roll made during the Shooting Phase.
Master-Crafted Weapon 15 points: apply to one weapon the character carries, the points cost is added to the character’s points value but is not deducted from his wargear allotment.
Grisly 5 points: the character is particularly fearsome to look upon, due to either blasphemous runes, gruesome trophies or an aura of malevolence. Opponents in combat with the character suffer a –1 penalty to their Ld when making Morale/Pinning tests.
Soul Jar 1 point: these twisted artifacts are used to snare the souls of the dying for purposes known only to the necromancer, whether that be consumption or reanimation. A character with this item gains +5 Victory Points every time it breaks or annihilates an enemy unit in close combat.
Bone Armour 20 points: this twisted armour is made from bone psychically sculpted into a defensive barrier and writhing with powerful runes of Necromancy. The wearer gets a 3+ Armour Save and a 5+ Invulnerable save. Also, if the wearer is hit by an Instant Death attack then the attack is neutralised but the Bone Armour is destroyed.
Rune Helmet 20 points: occasionally, when a particularly powerful Cauldron Born is destroyed some remnants of its hate-imbued armour remain. These are often taken and worn as defensive talismans. A Rune Helmet grants the wearer a 6+ Inv save. Also, the Helmet is still capable of projecting blasts of mind-rending hatred. The wearer counts as having a neurally activated Bolt Pistol, which can be used even if the wearer already has both hands full. This gives the wearer +1 attack for wielding an extra close combat weapon, even if armed with a two-handed weapon!
Spiteful Shield 30 points: vengeful spirits who delight in turning an opponent’s strength against him possesses this shield. The Spiteful Shield requires one hand to carry it and improves the wearers Armour Save by +1 (from 4+ to 3+ for example). In addition, when the wearer makes a save against a close combat attack the shield reflects the blow back at his opponent. When a save is made in close combat, the attacker takes a hit with the same strength and special rules as his own attack.
Winged Horror 15 points: The model counts as having a jump pack.
Nightmare 25 points: Moves as Cavalry 5+ invulnerable save.
Flesh Beast 50 points: Moves as cavalry the model gains +1 initiative and the flesh beast may attack in the assault phase with 2 strength 5 attacks, at the WS 4.
Necromantic Runes: necromancers have long known how to engrave runes and sigils which channel and focus the power of the Warp onto their weapons. Necromantic Runes are upgrades which can be applied to any weapon the character carries, with two special rules; 1: a single weapon cannot bear more than three Runes, 2: a character cannot carry two weapons with the same Rune. The runes are:
Binding (close combat weapon only) 20 points: attacks from the wielder count as having Sometimes They Come Back; note that in the hands of HQ choices this rune raises Deadites, in the hands of a unit champion it raises the same creatures as the rest of the unit.
Death 30 points: when wounded the target must pass a Toughness test or die outright.
Rending 10 points: each wound inflicted is multiplied into D3 wounds.
Screaming 5 points: this rune has different effects depending on whether it is applied to a close combat weapon or a shooting weapon. A shooting weapon with this rune causes Pinning; a CCW means that enemies must pass a Morale test to engage the wielder in close combat.
Ghost-Flame 30 points: the weapon ignores both Armour and Inv saves.
Life-Stealing 30 points: each time the wielder inflicts a wound roll a D6, on a 5+ the wielder gains 1 wound, this can increase the number of wounds but no more than double the initial Wound statistic.
Seeking 10 points: a CCW with this rune gives +1 WS, a gun with this rune gives +1 BS.
Tools of the Black Arts: these are special, arcane artifacts and powers only utilised by the masters of the army. Only a Necromagus, Necromancer or Necrophage may access equipment from this section. Ancient Cauldron Born may purchase the Necro-Blade, Unholy Power and Fellblade items.
Unholy Power 40 points: The spirits of thousands of dead warriors inhibit the necromancer's body, fuelling him with the anger of the dead. This gives the necromancer inhuman strength and he is able to withstand much more than any normal man could! The necromancer gains +1 wound, initiative, strength and attack.
Books of Necromancy 15 points: With him the necromancer carries several books of great power, these contain high level summoning techniques and resurrection spells. A necromancer that carries the books of necromancy does not have to take psychic tests to use his necromantic powers.
Unnatural Agility 30pts: With their constant infusion of raw warp energy and lost souls into their beings, many Necromancers gain enhanced abilities. Some grow strong enough to punch through adamantite; others can shrug off and heal from wounds that would kill a normal man ten times over. Some rare few channel the raw warp energy into their sinews and reflex system, enhancing their dexterity and speed, achieving results that make Imperial Assassins look feeble in comparison, with some even capable of transcending time to a small degree. But this ability is not without it’s side effects, the warp energy coursing through their being causes a kind of hyperactivity in the Necromancer, they constantly move and spasm, even at their stillest sinews and muscles writhe and twitch. The Necromancer moves like Cavalry and gains a 4+ Inv save, he also treats vertically Impassable Terrain as Difficult Terrain.
Resurrection (psychic power) 20 points: In the shooting phase, instead of firing a weapon the psyker can attempt to resurrect his fallen comrades; any deadite, black regiment or ghoul who died within 6" of the psyker may be resurrected on a roll of 5+. Note that a psychic test must be taken before using this power unless the model also has the books of necromancy wargear.
Jack-O'-Lantern (single-handed shooting weapon) 20 points: apparently an upgrade of the Pumpkin Bomb, a Jack-O'-Lantern seems to draw the spirits of the departed around it, making it a valuable tool for these blasphemous corpse masters. May be thrown during the shooting phase at a target within 12", place the small Blast Template in the centre of the unit, those covered are affected automatically those partially covered are affected on a 4+. Affected units take 1 Str 5 Ap 4 hit; even if no casualties are caused the unit must pass an immediate Pinning Test. Also, if the wielder also has the Soul Bind psychic power then it is boosted by the Jack-O'-Lantern; D6 models are raised when the power is used.
Fellblade (single-handed close combat weapon) 25 points: these vile sorcerous artifacts are engraven with blasphemous runes which drain the very spirit of their prey. Count as Power Weapon, but when rolling to wound the target's Toughness is counted as being 2 points lower then it is (cannot reduce below T 1).
Bat Form 10 points: the necromancer may move as though equipped with a Jump Pack and has Night Vision.
Staff of Necromancy (two-handed close combat weapon) 30 points: The bearer of a staff of necromancy is able to wield the power of Necromancy to fire devastating attacks at his foes. The staff of necromancy may fire with the following profile in the shooting phase: Rng 18� Strength 6 AP 3.
In addition any models killed by the staff of necromancy will hit with their full complement of attacks against the nearest friendly model, providing they are within 3 inches, using their normal weapons and strength/WS characteristics.
Necro-Blade (two-handed close combat weapon) 30 points: necromancers revere the Necro-Blade as a weapon of great power. The blade itself pulsates with necromantic power and when released this power destroys anything in the wielder’s path. A Necro-Blade is a master-crafted two-handed power weapon that adds +1 strength to its bearer. The bearer also gains a 5+ invulnerable save.
Storm-Wrack 20 points: even the sky breaks before the fury of the undead. Used during the Shooting Phase, affects all enemy units within 12" of the user. Place the small blast template in the center of the affected units, models directly under the template are affected automatically, those partially under it are affected on a 4+. Those affected suffer 1 S5 Ap4 hits.
Shadow-Skinned 10 points: can Infiltrate and gets a 6+ Inv save.
Phylactery 50 points: immune to Instant Death hits and gets Feel No Pain
Shroud of the Damned 25 points: gains a 5+ Inv save and is immune to psychic powers and psychic attacks (Culexus Assassin, Force Weapons ect).
Soul Bind (Psychic Power) 20 points: used during the movement phase, the psyker cannot move if this power is used. Nominate an Undead Horde unit within 12"; if the power is successful then it gains D3 new models.
Ghosts in the Shell (Psychic Power) 25 points: used during shooting phase instead of firing weapon, can target one vehicle or one unit with an armour save of 4+ or better within 18". Units suffer a hit with strength equal to their Toughness which ignores armour; vehicles make one roll on the Penetrating Hits table.
Unholy Vigour (Psychic Power) 25 points: used during the assault phase, target one friendly unit within 24", that unit may make assault and pursuit moves of 3D6" for the rest of the turn.
Curse of Ages (Psychic Power) 35 points: For some reason, Necromancers are often credited with the power to manipulate time around a living being, causing them to age rapidly and eventually disintegrate into dust. This is the source of those tales, a psychic power which accelerates the division of molecules, causing (for the target) eons to pass like seconds. This power can be targeted on any enemy unit within 18" during the Shooting Phase and can be maintained, meaning its effects last until another psychic power is used. Each model in the target unit takes 1 S1 hit which ignores armour. On the second round, each takes 1 S2 hit. On the third, each takes 1 S3 hit, with the strength rising by +1 for each round maintained, to a maximum of S10.
Death Bolt (Psychic Power) 15 points: Though the way of Necromancy is, for the most part, subtle, there are powers in their arsenal which can prove devastating. The Death Bolt is used during the Shooting Phase instead of firing a gun; it has the following profile: Rng 12�, Str 5, Ap 4.
SPECIAL CHARACTER: Isar, Master of the Necrophage,
200 points
WS: 7
BS: 2
S: 6
T: 5
W: 3
I: 5
A: 4
LD: 10
SV: 3+
Weapons and Wargear: Isar carries the blade of the fallen, has shroud of the damned and phylactery.
Special Rules:
Blade of the fallen: This is the symbol of the master of the necrophage, passed down from one master to the next since it's making before the horus heresy.
Apart from being a symbol, it is also a weapon of great power. This weapon makes Isar's save invulnerable. In close combat, this two-handed weapon ignores saves both armour and invulnerable. In addition it will always wound on a 4+ or better.
Master of the Necrophage: Isar is the master of all necrophage throughout the galaxy. Therefore the Necrophage bear an alleigance to him. He is known as a vicious killer, wherever he has passed by all live in fear of his retribution....
Any Necrophage & any unit joined by a Necrophage within 12" of Isar gain +1 attack and leadership. (To a maximum of ten.)
Eater of Flesh: All Necrophage are terrible cannibals, and Isar is no exception. He rushes towards the enemy ripping them limb from limb! Isar master of the Necrophage will roll 2D6 for "The Hunger".
Mordecai Chessmen: In antiquity, the people of Terra devised many games to amuse and divert themselves; some of these are still played today. Not surprisingly, the Necromancers know many of these now-forgotten games, a particular favourite is a game called “Chess�. But this is not simply a game to them…
In an ancient day, a powerful Necromagus known only as “Mordecai� utilised his vile psychic powers to instil a crude semblance of life into his chess pieces, using them as soldiers to purge a troublesome group of human survivors. Their power and effectiveness caused him to make more of these animated chess sets, and when he died both the sets and the knowledge to create and control them were scattered amongst the Necromancers. Carved from human bone and animated through blasphemous acts, ranging from the absorption of fresh blood to the ritual defilement of the body of a ruler or saint, the Mordecai Chessmen are as horrific as any zombie.
A Mordecai Chess Set is an item which may be purchased by the army’s Commander; it costs 50 points and allows the army to take the units detailed below. The Mordecai Chessmen do use up troops points but do not use up unit slots. An Independent Character cannot join any Mordecai Chessmen unit.
Pawn:
The weakest and most common of all the Chessmen, the Pawn resembles a warped, degenerate human being with a round shield strapped to its back. The mindless thing is usually armed with a two-handed weapon (primarily pike weapons) or two swords, but its strength and savagery are enough that bare hands are all it needs. Slow and utterly mad, it tends to crawl or stoop, its relentless desire for death driving it ever forward. Mordecai Pawns simply require fresh blood being spilled over them to be activated, growing from a tiny figurine into a murderous soldier in an instant.
Points per Model: 17
Models per Unit: 7-28
Ws: 3
Bs: 0
S: 4
T: 4
W: 1
I: 2
A: 1
Ld: 6
Sv: 5+
Equipment: Hand Weapon
Special Rules:
Bone Skin: Mordecai Pawns have a 5+ armour save (included in profile above).
Gibbering: Mordecai Pawns are never silent, they are always issuing a never-ending stream of gibbering and whining, which unnerves the living and drives them to distraction. Units which have to make a Morale or Pinning test while in base-to-base contact with Mordecai Pawns suffer a –1 penalty to their Ld.
Insane: depending on whom you ask, Pawns are either totally mad or utterly mindless, either way they can be quite unpredictable. Make a Ld test for each Pawn unit at the start of each turn, if the test is failed they move in a random direction. This test does not have to be made if the unit can draw LoS to an enemy unit, as their overwhelming urge to kill keeps them going in the right direction.
Rook:
The Mordecai Rook is the next in line from the Pawn, and is consequently more powerful. Rooks are tall and massively built, bristling with all manner of spikes and serrated edges, which they use in combat to rend and maim their victims. One type of Rook resembles nothing more than a human skull mounted on a razor-sharp array of bristling spider-legs of bone. To be activated, the piece must be inserted into the skull of a fresh corpse, whereupon the skin begins to rot and the muscles and bones warp and twist. Utterly useless for anything besides hand-to-hand combat, Rooks are capable of using their built-in blades to climb walls and slash paths through jungle.
Points per Model: 22
Models per Unit: 5-20
Ws: 4
Bs: 0
S: 5
T: 4
W: 1
I: 3
A: D6+1
Ld: 7
Sv: 4+
Equipment: Spikes and Serrated Edges (count as two hand weapons, bonus attack included in profile)
Special Rules:
Bone Skin: Mordecai Rooks have a 4+ armour save (included in profile above).
Hack-and-Slash: Mordecai Rooks wield no weapons but the spikes and viciously sharpened limbs they are carved with. In battle they are whirlwinds of destruction, hacking, slashing and hewing wildly at anything nearby. Mordecai Rooks make D6 attacks each in close combat; this is included in their profile.
Hew Path: Mordecai Rooks are adept at using their unnatural strength and their razor-sharp limbs to decimate obstacles in their path. Mordecai Rooks move 3D6� in difficult terrain. This ability does not apply to vertically impassable terrain (see Climbing Spikes below) or to liquid based difficult terrain.
Blood-Lust: Mordecai Rooks must always move towards the nearest enemy unit, assaulting if they can, even if the unit is something they cannot hurt. If they defeat an enemy unit in close combat they must always overrun, they cannot consolidate their position.
Climbing Spikes: Mordecai Rooks can utilise their built-in spines to climb obstacles, they treat vertically impassable terrain as difficult terrain.
Knight:
The Mordecai Knight is one of the most horrific looking of the various pieces as well as one of the most dangerous. To create a Mordecai Knight, two human corpses must be acquired and then bound together, whether through such mundane methods as stitching to such exotic methods as psychic sculpting, with the chesspiece being placed in the spot where the two join and raw psychic energy flooded into the abomination. As a result, the Knight’s appearance varies the most of all the Chessmen. Some may have four arms and two heads. Others have one torso but two pairs of legs. Most appear to have one body growing out of another, it depends upon the state and amount of the corpses as well as the ‘artistic’ tastes of the Necromancer. Regardless of the particulars, these fearsome creatures appear as two (semi-)naked corpses fused together and then carved into a hideous parody of a warrior. Moving awkwardly but with great speed, the Knight is able to coordinate its attacks with great efficiency.
Points per Model: 60
Models per Unit: 4-16
Ws: 5
Bs: 0
S: 6
T: 5
W: 2
I: 4
A: 4
Ld: 7
Sv: 3+
Equipment: Dark Blade (power weapon)
Special Rules:
Bone Skin: Mordecai Knights have a 3+ armour save (included in profile above).
Royal Guard: Mordecai Knights commonly act as retinues to safeguard important members of the undead army. Knights are the only Mordecai Chessman unit an Independent Character can join.
Leaping: Mordecai Knights possess supernatural dexterity and speed, being capable of leaping over most obstacles and diving into combat. Mordecai Knights move 3D6� in difficult terrain and may make their full attacks against models within 2�.
Bishop:
A foul parody of the religious figures of the Imperium, the Mordecai Bishop is a psychic catalyst, its unceasing foul chants and blasphemous prayers draw raw Warp energy and release it into the physical world. It moves with a kind of discordant grace, weaving from side to side almost hypnotically in time with its ceaseless ranting. To create this unholy being, the fresh corpse of a religious figure is needed; once the corpse’s heart has been removed and the chesspiece inserted, the skin begins to dry and desiccate whilst foul, evil intelligence sparks in the eyes.
Points per Model: 50
Models per Unit: 1
Ws: 4
Bs: 4
S: 4
T: 4
W: 2
I: 3
A: 2
Ld: 10
Sv: 4+
Equipment: Warp Staff (hand weapon, may be fired in the Shooting Phase with the profile of a Storm Bolter)
Special Rules:
Bone Skin: Mordecai Bishops have a 4+ armour save (included in profile above).
Unholy Mantra: the twisted litanies and prayers the Bishop constantly speaks fill the hearts of mortals with deepest dread. Units which have to make a Morale or Pinning test while in base-to-base contact with a Mordecai Bishop suffer a –2 penalty to their Ld.
Dark Vigour: the psychic energy emitted by the Mordecai Bishop is revitalising for its kind. The Bishop and any Mordecai unit within 6� are treated as having Bionics. The Mordecai Bishop counts as a psyker for being affected by special rules/attacks (such as Hammer of Witches).
Queen:
Immensely tall and regal, a horrifying icy beauty, the Queen exudes an aura of terrifying power from its gaze. Next to the King, the Queen is the most powerful piece requiring a drop of a virgins blood to animate it. Swelling in size, the Queen’s bone form softens and colors to give the appearance of living flesh… though on closer inspection the skin is translucent and glowing, with a fine network of veins and arteries showing through. The Queen is a magnificent creation, awesomely powerful and uncanny intelligent. Though physically weaker than its ‘husband’, the Queen possess the ability to channel potent Warp energy through its physical form.
Points per Model: 150
Models per Unit: 1
Ws: 7
Bs: 5
S: 6
T: 5
W: 3
I: 4
A: 4
Ld: 10
Sv: 4+/5+*
Equipment: Ceremonial Sceptre (power weapon, can be fired in the Shooting Phase with the profile of a Plasma Cannon, but doesn’t Get Hot)
Special Rules:
Bone Skin: Mordecai Queens have a 4+ armour save (included in profile above).
Dark Grace: as well as their thick bone skin, Mordecai Queens possess great agility and a powerful aura of focused psychic energy to protect them from harm. Mordecai Queens have a 5+ Inv save (included in profile above).
Devotion: The Queen is the most venerated of all the Chessmen, her presence (added to the psychic energy she projects) is enough to drive them to unmatched levels. The Queen and any other Mordecai unit within 6� have Feel No Pain.
Fell Charms: the Queen is capable of using her innate psychic powers to beguile the minds of others. The Queen counts as a psyker for terms of being affected by special rules/attacks (such as Hammer of Witches). This power may be used on a unit in base contact with the Queen; the unit must pass a Ld test or be forced to reroll all successful to hit/wound rolls made during that Assault Phase.
King:
The King is a figure of astonishing sight, inspiring awe and terror in all who face him. Requiring an unholy rite finishing with the ritualistic sacrifice of a great leader or venerated saint, the King piece is placed among the defiled corpse and proceeds to grow out of the ruin of blood and flesh, assimilating the body and assembling himself piece by piece in a sanity crushing ritual, finally cladding himself in bone armor and arming himself with a jagged, bone sword. The King is unmatched in its power, but this very power makes it vulnerable: whereas the destruction of the other pieces will simply cause them to revert to mere figurines, the King’s grasp on life is very fragile. Once destroyed, the most powerful of all of Mordecai’s creations is gone forever.
Points per Model: 175
Models per Unit: 1
Ws: 8
Bs: 0
S: 8
T: 6
W: 4
I: 5
A: 5
Ld: 10
Sv: 3+/4+*
Equipment: Baneful Sword (power weapon, auto-wounds on a 4+)
Special Rules:
Bone Skin: Mordecai Kings have a 3+ armour save (included in profile above).
Unholy Blessings: Mordecai Kings have a 4+ Inv save (included in profile above).
Icon of Evil: any Mordecai unit within 12� of the King gains +1 Attack, but if the King is slain the enemy receives a bonus 100 Victory Points.
Mordoc, Master Of the Heralds- 260 pts
Little is known about Mordoc's past of what is known explains his relentless hatred for the imperium. When he was a young boy his home planet fell victim to the wraith of the space wolves, who mercilessly slaughtered his family while he watched helplessly bound by fear, hiding in the supply crates beside his home. After the armoured giants had left a Cabal of Necromancers arrived, scavenging for bodies to fuel their undead armies. They discovered the boy and unusually they were drawn to take him with them. Over time Mordoc grew in power and gained the trust of the necromancers. He allowed himself to become a servant of each of the chaos powers in-turn, taking from them what he needed.
From Tzeentch he took a mind more cunning than any imperial assassin. From Khorne he took the Hatred and Ruthlessness that he needed to destroy his enemies, from Slaanesh he crafted his body into a perfect killing machine, and from Nurgle he took the gift of everlasting "life".
From this day forth he has plagued the imperium, killing many high ranking imperial commanders, However he feels a strong devotion to the necromancers, as it was them who allowed him to become what he is now and often leads their undead armies into battle and has taken up his rightful place as the master assassin in their undead legions.
WS 7
BS 5
S 5
T 5
W 3
I 7
A 4
LD 10
Sv 3+*
Weapons: Andarial, Archeo-gun, Armour of the Damned, Smoke Capsules, Cyanide Pills
Special Rules:
Andarial- This weapon was found by Mordoc after he stumbled upon a ruined chaos temple. For some reason he was drown to the stone altar in the center of the chapel. As he reached it the great stone slab was cleft in two, revealing the blade. The blade was used to house a daemon of extraordinary power but all of its previous masters had perished by its blackened edge, it was laid to rest there until someone worthy of the power that it contained clamed it. From that day forth, Mordoc had plagued the galaxy with Andarial's power. Andarial counts as a power fist but strikes in Initiative order, also if a casualty is caused by this blade then roll a D6, on a 5+ that model is killed outright.
Armour of the Damned- This armour has been infused with the full power of chaos and is nearly indestructible but it also drives the wearer insane for the souls of the living. This armour counts Mordoc's save as invincible, and gives him the hunger special rule
Smoke capsules- These can be used once per game in your opponents turn and allow you ignore all hits from ranged weapons from that player for the remainder of that turn (note that he can still be killed in close combat).
Cyanide pills- If Mordoc is killed then roll a D6, On a 5+ he has swallowed a cyanide pill and dose not give your opponent victory points
Herald- In all respects, Mordoc is still a Herald Of Death and follows all the special rules for the heralds.
THE MAD REAPER
The Mad Reaper
Even amongst the twisted hordes of the Necromancers, there is a name- a title rather- spoken of with equal parts respect and soul-shriving terror. That title is the Mad Reaper, a Necromagus of unknown origin, of hideous power and all-consuming insanity...
An aimless wanderer, who roams the universe in a ceaseless search for he-alone-knows-what, he (or maybe she) appears from nowhere to deal death and then vanish back into the shadows between the stars...
In appearance, the Mad Reaper is decidedly unimpressive. Painfully gaunt, seemingly on the verge of dieing of starvation, its tightly stretched, near-mummified pale skin is almost indistinguishable from its shredded white robes. Its face is hidden by a blank mask of bone, featureless except for the gaps which would normally reveal eyes. These alone reveal the truth, for those who have seen into them and survived liken the experience to looking into the Warp; they are cold, desolate voids; raw, unspeakable madness writhing and seething within. It clutches an ancient scythe; known as the Reaper’s Scythe, this is a powerful artifact of necromancy which has taken countless souls in the eons of the Reaper’s life.
The Mad Reaper’s mind is incomprehensible to others, its actions are totally random and chaotic. Its psychic power causes it to broadcast this madness as an aura which saps the will and shrivels the soul of those who come into contact with it, driving them into permanent insanity. Though a powerful warrior, its madness makes it an unpredictable ally, for often it has broken off its attack to wander aimlessly across the battlefield, or it has simply become lost in its hallucinations and visions and ignored the rest of existence. Several times in history, its madness has led it to attack its allies, its own troops even! Far too dangerous to live, yet too powerful to destroy, the Mad Reaper still continues to bring death and destruction to the far corners of the universe.
POINTS COST: 260 points
WS:6
BS:5
S:5
T:5
W:4
I:6
A: D6+3
LD:10
SV:2+/5+*
Wargear & Equipment: The Reaper's Scythe, Spiteful Shield (please note that the +1 to armour save is already included) Phylactery, Blasphemous Standard(counts as your one per army), Grisly.
Psychic Powers: Unholy Vigour, Curse of Ages.
SPECIAL RULES:
The Reaper's Scythe: Counts as a Power Weapon with the following Necromantic Runes: Binding and Screaming
The Madness of The Reaper: The mad reaper has an awful madness that determines how effective he is in combat, sometimes he fights like an animal dodging dozens of blows and could fight off an entire army and other times he is just as strong as a normal man as he regains his sanity momentarily.
At the start of each Necromancer assault phase in which the mad reaper is engaged in close combat roll a D6 and add 3 to the dice roll to determine how many attacks he gets.
On a roll of 1 for the mad reaper's attacks he gets no attacks at all.
On a two he turns against his own men and he rolls again to see how many attacks he gets against them, rerolling other results of two. Note that if you roll a two and then a one he gets no attacks.
Shrug Off Wounds: the Mad Reaper has a 5+ Invulnerable save. In addition, when the Mad Reaper is killed roll a D6, on a 5+ he is restored to 1 Wound. This cannot be used if the Mad Reaper was slain by an Auto-Kill attack.
Unexpected Entry: for the reaper to enter play you must roll 2D6 at the start of the battle, after all terrain has been set up and all other models have been placed on the battlefield.
After rolling the dice consult the table below:
2-6 Infiltrate
5-7 Special*
8-12 Deep Strike
*Special: On a roll of 5-7 the reaper is entering play in a quite different way.
He may end up exactly where you want him, he could end up exactly where you don't want him to go! (In this case he has just showed up...) The Necromancer player places a marker in the center of the table. Then roll 3D6+scatter dice to determine where he will begin on the battlefield.
What I'm looking for mainly is feedback on what to change and alter to make the army balanced, but I'd also like the following:
A poll on which units to keep and which to retain- there's too many of them!
If you actually decide to give this army a whirl, and your opponent lets you, let me know how it went.
If you actually decide to model an army, I'd really appreciate it if you'd post a picture here.
Anyhoo, without further ado, I present to you Codex: Necromancers:
The Necromancers are notoriously close-mouthed about their past, but legends say they departed earth with the other seeds of humanity during the Dark Age of Technology. Ancient Necromagi, now transformed into undead Liches, have spoken with fond remembrance of the founding of dark, necropolistic empires, of worlds scoured clean of life, of stars stained red with blood and of twisted luxuries. But then came the Emperor and His Great Crusade; the Necromancers resisted but were driven back, back to the Maelstrom, to the Eye, to the ghostly worlds of the Halo Stars. On the verge of extinction, only the outbreak of the Horus Heresy and the near-death of the Emperor spared them. Forgotten by all as the Imperium began the slow process of rebuilding, the Necromancers fortified themselves and began to weave their plans, dreams of returning to their former glory resounding in the dark depths of their souls.
Now their time has come: the Imperium has been forced back towards the abyss and teeters on the brink of oblivion, millennia of total war have left massive graveyards swollen with corpses for their use and as humanity slowly completes its torturous evolution into a psychic race more and more of their kind are born. They owe a debt of death and destruction to the Imperium, and they will see they are repaid in blood and ashes. Despite this, Necromancers tend to be loners, even during their glory time they rarely approached one another, and it is only the greater threat of the Imperium which forces them to pool their resources today. Necromagi, the most powerful of the Necromancers, can raise vast armies of walking corpse on their own, and thus need never ally with one another. For the less-powerful Necromancers, teamwork is essential to ensure a substantial amount of corpses are available for the fight. The Necrophages, incapable of raising the dead on their own, are forced to fight alongside the Necromancers, as even their might is useless against the massive amount of firepower and bodies the Imperium can call to battle.
The Necromancers can be found in almost any star system, preferring those locations where they may blend in; hive worlds such as Necromunda, domain of Karloth Valois the Zombiemaster, are particular favourites, but they can be found anywhere. Their mastery of flesh-altering psychic power makes them more resilient than any normal man, so they may survive in harsher conditions than any mere human could. Necromancers are psychically drawn to places of shadows and darkness, places that have known death and destruction, so they may be found on any world, hiding in the shadowed places of the planet. As a result, there are incalculable Necromancer kingdoms scattered throughout the galaxy… and they are all both unique and deadly.
Their relationships with other races are varied; they hate, fear and despise the Tyranids and the Necrons, the former consumes everything leaving nothing for the Necromancers to raise while the latter are regarded as a twisted parody of their own forces. Given their natural territories are often Necrontyr Stasis Tomb Worlds, Necromancers and Necrons fight constantly.
They hate the Imperium, and many desire nothing more than to see it overthrown and destroyed, or at least changed for the "better".
The Eldar loathe the Necromancers, who in turn regard them with a sort of camaraderie, seeing a kinship between the two races due to the Eldar's practise of creating Wraithguard and Wraithlords. They do not allow these sentiments to interfere with their safety, but many Eldar Outcasts have disappeared only to be rediscovered in the ranks of the Necromancers, having been corrupted to their way of life.
The Eldar's Dark Kin and the Necromancers have little to do with each other, so they are neutral towards one another.
The Orks regard the Necromancers with distaste, seeing their refusal to die as cowardly and their warp-magics are anathema to the brutish Greenskins.
As of yet the Necromancers and the Tau have not encountered each other, but when they do the results will undoubtedly be catastrophic.
Chaos is the greatest ally of the Necromancers, their relationship goes back a long way and many Necromancers are devoted to the Chaos Gods. Most of those who worship them align themselves with Nurgle, who embraces their disease-crafting and life-prolonging powers with relish. Others turn to Tzeentch, for the obsession of ever-greater psychic power is a driving force for many Necromancers. Still others slip accidently into the tender embrace of Slaanesh, for many are the blood-drinking beauties who desire nothing more than to spend eternity indulging themselves in their hedonistic desires, and great is the number of twisted Necromancers who use their psychic abilities to relish foul, unnatural carnal pleasures. Rare are those who serve Khorne the Blood God, but some Necrophages devote their eternal blood lust and death-hunger to him.
Now that the Imperium is too badly harried to devote its attention to them, the Necromancers have constructed great fleets to ferry their undead legions between the stars. Twisted wrecks which should not work drift silently through the Ether, guided and sustained by the power of the Necromancers. On the battlefield the enemies of the Necromancers are filled with terror, for in a universe of war the dead are legion, every casualty they take rises to swell the ranks of their opponents. Hordes of silent, rotting warriors shamble across the battlefield, rusty weapons clenched tightly in bloodless fists, ignorant of the bullets and lasers which scythe their unfeeling flesh. None can face the undead without hearing the emotionless proclamation of their masters, and all quake for in their heart of hearts they know that the Necromancers speak the truth:
As you are, we once were.
As we are, you shall be…
Special Rules:
Undead: the unit/character does not count as Living, is Immune to Morale/Pinning and is subject to the By Your Will… rule detailed below. Undead Characters are not subject to the By Your Will.. rule. In addition, Undead units (unless joined by a character or capable of drawing Line of Sight to the commander) always count as moving in Difficult Terrain, but no extra penalties are gained if they are in difficult terrain.
By Your Will…: the creations of a necromancer are dependent on the psychic energies of their master to continue their existence, so his death is a major hindrance. If your commander (one of your HQ units chosen at the start of the battle, you must let your opponent know which it is) dies, all units with the Undead rule on the playing field must pass a Ld test at the start of each turn, suffering an amount of unsavable wounds equal to the amount the test is failed by.
Infernal Hierarchy: the Undead are fuelled by psychic energy, thus the Commander (see By Your Will…) must be a psyker. If the army includes a Necromagus then the Necromagus is automatically the Commander, otherwise it is the most expensive Necromancer. This means that a Necrophage can NEVER be the commander, and that an Undead army MUST always include EITHER a Necromagus or a Necromancer Cabal. An Undead Unit joined by an Independent Character is immune By Your Will.
Living: this is a category for enemy units, some Undead special rules only affect these types of units. The following units are not Living: Daemons, any and all units in a Necron army (including C’Tan), vehicles of any sort and Tau Drones. Some units in a Necromancer army are (technically) still living, these have the Alive! Descriptor in their rules list.
Insubstantial: a unit with this rule exists partially in the Warp and partially in the real world, consequently it phases in and out of existence. It ignores the effects of terrain, ignores armour saves and gains a 4+ Invulnerable save, but it cannot transport or be transported. It may Deep Strike (using the rules for teleportation).
Army List:
HQ: 0-1 Necromagus, Necromancer Cabal, Necrophage
Elites: Wights, 0-2 Harrowed, 0-1 Cauldron Born, 0-1 Herald of Death
Troops: Undead Horde, Ghosts, 0-2 Black Regiment, Necro-Cultists
Fast Attack: Ghouls, Death Riders, Carrion Swarms, Flesh Beasts,
Heavy Support: Corpse Golem, Damned Minds
Units
Necromagus 100 points
With age comes experience, a being who has lived a long life often has honed its skills considerably. A necromancer cannot perish from old age however, so it has centuries, even millennia to hone its formidable psychic powers. The oldest, most powerful necromancers are known as Necromagi, beings who have stalked the blood-drenched stars for eons and who have honed their powers to incredible levels. A Necromagus no longer needs to hide in fear or cower amongst a group of like-minded psykers, they are proud, solitary figures who stalk the fiercest battlefields unharmed, bringing swift death and an eternity of servitude to any foolish enough to confront them. Some rare Necromagi are not ancient psykers, but psychic prodigies; psykers with such a natural affinity for death that they can summon entire armies of the walking dead on their own. Regardless of their origin, Necromagi are the most powerful and deadly threat in the armies of the Undead.
WS: 4
BS: 6
S: 4
T: 4
W: 3
I: 5
A: 2
LD: 10
SV: 3+
Weapons: The Necromagus comes with a staff of necromancy. The Necromagus also has access to the armoury, being able to purchase 160 points of gear.
Special Rules:
Great Necromancer: The Necromagus is an ancient necromancer, far more powerful and learned a being than he used to be. The Necromagus may choose up to two powers from the Necromantic powers list. The Necromagus negates the “The Hunger� rule of any Undead Horde Unit within 12� and also negates the “Unstable� rule of any Corpse Golem within 12�.
Retinue: a Necromagus may be accompanied by a retinue of 3-8 Wights or 5-10 Cauldron Born for the points costs normal to the unit, a retinue of Cauldron Born does not count as the sole unit of Cauldron Born allowed to the army.
Necromancer Cabal 30 points per model
The existence of psykers is a fact of life in the grim darkness of the 41st millennium, and the capacity for humans to develop outlandish abilities widely recognized. Though some develop the psychic ability to manipulate flesh and bone, to alter the very fabric of life, there are some rare few whose prowess extends, not into the realm of the living, but into the realm of the dead. These are the necromancers, psykers who have learned to use their ‘gift’ to pervert the cycle of life and create monstrous, unfeeling servitors. Upon the battlefield, such beings gather in groups for safety, either amidst a coven of its own kind or deep with the ranks of undead servants. Hateful and vicious, they are the masters of the undead and the heralds of oblivion, all who oppose them face death itself.
WS: 3
BS: 5
S: 4
T: 4
W: 2
I: 4
A: 2
LD: 9
SV: 4+
Number per squad: 1-5 Necromancers
Weapons: Each Necromancer may buy 75 points from the armoury. Otherwise they count as having a close combat weapon and bolt pistol.
Options: Each Necromancer has psychic abilities of his own (otherwise why would he bother becoming a necromancer?) and therefore must buy one psychic power from the list.
Special Rules:
Coven: Necromancers depend upon numbers to keep them safe, so if not associating with others of their kind they skulk amidst their creations. A Necromancer Cabal can split up by allowing members to join other units before the battle, however a Cabal must either retain 2 Necromancers or be totally split (all Necromancers assigned to other units). Necromancers can be assigned to Corpse Golems, which means they must always remain within 6� of them. A Necromancer assigned to a Corpse Golem negates the “Unstable� rule, whilst one assigned to an Undead Horde negates the “The Hunger� rule.
Strength in Numbers: Necromancers commonly combine their psychic powers on the battlefield so as to increase their psychic strength, this practise also allows them siphon excess energy from their fellows. In a Cabal, a Necromancer who suffers a Perils of the Warp attack may reduce its strength by –1 for each necromancer present (thus a minimum sized cabal reduces all Perils of the Warp attacks by –1, a full sized one reduces by –4). This cannot reduce the strength of the attack below 1.
Necrophage
Points Cost: 90
WS - 6
BS - 4
S - 6
T - 5
W - 3
I - 4
A - 3
LD - 9
SV - 4+
Options: Can purchase up to 100 points of wargear from the armoury, with the exception of psychic powers.
Special Rules:
Eater of the Dead: Necrophage’s are horrific cannibals, driven by the desire to feast on the freshly slain. A Necrophage cannot pursue a unit that flees from it, being too busy eating the corpses.
Driven by Hunger: A Necrophage counts as having the “The Hunger� rule (see Undead Horde.
Wights 30 points each
WS: 4
BS: 4
S: 5
T: 4
W: 2
I: 4
A: 2
LD: 10
SV: 3+
Number per squad: 3-8
Weapons: Close combat weapon and bolt pistol.
Options: One model in a squad may be upgraded to a Great Champion for 20 points. These wights were once Space marine heroes, Chaplains etc. A Great Champion gains +1 WS, BS and attacks.
Special Rules:
Strong Willed: Wights have a greater will than normal undead, so they are less dependant upon the driving will of the Necromancers. Wights are immune to By Your Will and always count as being able to draw LOS to the army commander.
Harrowed:
Bitter reminders of their former lives, these beings have had their souls taken by the Necromancers and are only husks of what they once were. Their minds are now the belongings of the necromancers, their bodies surrendered to them. They have no control over their actions, their minds, or even their thoughts.
Choose one of the following units; Imperial Guard Infantry Platoon, Chaos/Imperial Space Marine Squad, Tau Fire Warriors, Kroot Mercenaries, Ork Shoota/Slugga Boyz, Eldar Guardians, Sisters of Battle or Dark Eldar Warriors. The unit follows all the normal rules for itself (statistics, points cost, upgrades ect) but gains the Unalive rule.
Unalive: though Necromancers are infamous for their ability to raise the dead in a mockery of life, some rare few have developed even further powers of restoration, which twist the line between life and undeath. An unliving creature does not decay, retains all of it’s mind and can even do all the things the living can do; eat, sleep, drink, breathe, even reproduce! However, it retains the undead’s immunity to fear and pain… and it is totally loyal to its Necromancer master. An Unalive creature is Fearless, and when wounded roll a D6; on a 5+ the wound is ignored.
Cauldron Born
Unlike usual zombies, which can be reanimated even from the oldest of corpses, the Cauldron Born (a name who's origins have been lost in the sands of time, even the oldest of Necromancers are unsure of it's true meaning) can only be created in one way. For a Cauldron Born to be created a Necromancer must find a warrior at the very moment of death, before the warriors spirit can completely escape the Necromancer must apply a rune to the helmet of the armour, this rune binds the spirit to the armour itself and enables the Necromancer to control the spirit. Over time the Necromancer applies more runes to the armour to strengthen their control over the spirit.
At first the spirit has all the memories of his former life and has some measure of control, but as time goes on the spirit loses their memories till only a basic pattern remains. To ensure they won't rebel against their masters most Necromancers keep them locked away for nearly a century to break the spirit and make them easier to control. Over time the spirit comes to hate life itself and the end result is nothing more than an animated hatred of life itself. These creatures speak no understandable language but constantly emit a stream of jumbled words and phrases, the ghostly echoes of the spirit which inhabits the armour.
WS - 4
BS - 3
S - 5
T - 4
W - 2
I - 4
A - 1
LD - 9
SV - 3+
Cost - 36
Unit Size - Each unit consists of between five and ten Cauldron Born
Weapons - Each Cauldron Born carries a CCW and has Wrathbolt (counts as a Bolt Pistol)
Options - One Cauldron Born may be upgraded to an Ancient Cauldron Born at +19 points. The Ancient Cauldron Born has +1 attack and replaces its Wrathbolt with Hatescourge, which has the following profile:
Rng - 12"
Str- 8
Ap - 3
Assault 1
Special Rules:
All is Dust - Cauldron Born are, for all intents and purposes, animated suits of armour that have to be blown to pieces or hacked apart in order to disable them. Because of this only shooting attacks that have a strength of 5 or more will affect a Cauldron Born. Note that they can be attacked in close combat normally.
Hate the Living: Cauldron Born are fuelled by their unquenchable hatred for all who still draw breath, and the presence of living foes drives them into frenzies of destruction. For every wounding hit a Cauldron Born unit makes, it makes an extra attack.
Strong Willed: Cauldron Born have a greater will than normal undead, so they are less dependant upon the driving will of the Necromancers. Cauldron Born are immune to By Your Will and always count as being able to draw LOS to the army commander.
0-1 Heralds of Death
The Heralds of Death are the most feared of all the Necromancer’s servants; unliving assassins armed with ancient weapons, the Heralds of Death are as lethal and deadly as their name suggests. Where they come from is unknown, some scholars think they may be a sub-breed of Necrophage, other- more blasphemous- scholars have whispered that the Heralds are somehow tied to the Assassins of the Imperium, whether Assassins corrupted in the same way as Harrowed or created from the binding of Daemonic entities into the corpses of slain Assassins. Heralds commonly adopt garb similar to that worn by Imperial Assassins, but that depends on their creators and their own personal whims. Heralds are amongst the most varied in appearance of all undead, some look perfectly normal, even noble, but have pale white skin. Others must wear masks and cowls to conceal rotting flesh or the marks of surgical experimentation. All are lethally fast and agile, and totally impossible to sway from their tasks.
Points Per Model: 125
Ws: 7
Bs: 5
S: 5
T: 4
W: 2
I: 7
A: 4
Ld: 10
Sv: /4+*
Equipment: Unnatural Agility, Frag Grenades, Krak Grenades, also choose a weapons set from the choices below at the cost listed, Archeo-Weapons are automatically Master-Crafted
Archeo-Gun and power weapon-45 points
Archeo-Blade and needle pistol-35 points
2 Power Weapons-25 points
Archeo-Gun and Archeo-Blade- 70 points
Rules: Unalive, Infil-Traitor*, Ambusher*, Hide*
Infil-Traitor: due to their unliving nature, Heralds can infiltrate living beings with greater ease than any other undead, and Necromancers often get them to impersonate enemy soldiers to launch lethal surprise assaults. If you wish, you may nominate a Living unit at the start of the game, the Herald is hidden within. The Herald remains unplayed until the start of the Close Combat Phase, whereupon you may decide to reveal it. When revealed, remove one enemy model from that unit (he was the one the Herald slew and impersonated) and place the Herald in its former position. The Herald immediately makes a Hit-and-Run attack against the host unit. Heralds can also be deployed using the Infiltration rule.
Ambusher: Heralds are by their nature masters of springing lethal ambushes, exploding from out of the shadows to maim and slay before disappearing again. Heralds count as having the Hit-and-Run rule, but may only Hit-and-Run if they start within terrain that provides a Cover Save.
Hide: Heralds are masters of disguise and camouflage, and with their necromantic nature they are capable of concealing themselves perfectly to avoid detection. If a Herald is within terrain that provides a Cover Save, he can opt to hide. Whilst hiding, he cannot attack or be attacked by enemies until and unless he opts to stop hiding, but while hiding he cannot capture table quarters or hold objectives and does not count as surviving troops in a Meat Grinder battle.
Troops Choice: Necro-Cultists
Whilst most Necromancers prefer the company of the undead, there are something’s only the living can do. On some conquered planets, Necromancers are revered as immortal god-kings, and the living worship and revere them. In times of war, some of the most fanatical will eagerly follow along with the undead hordes of their masters, though of comparable strength to Imperial Guardsmen they fight fanatically, and some of their members are gifted with ancient Archeo-Tech, unearthed by their masters. Some of their enemies have cruelly remarked that the sole purpose of the Necro-Cultists is to discover what function a particular Archeo-Weapon has, so it can be given over to the Heralds of Death if (when) the cultists are annihilated.
Points Per Model: 12
Models Per Unit: 6-24
Ws: 3
Bs: 3
S: 3
T: 3
W: 1
I: 3
A: 1
Ld: 10
Sv: 5+
Equipment: Lasgun and Close Combat Weapon
Options: Promote one Necro-Cultist to Cult Leader for +7 points, a Cult Leader has +1 A and can purchase up to 25 points of Equipment from the Armoury, including the Tools of the Black Arts section. Promote up to 3 Cultists to Archeo-Tech Weapon Bearers for +25 points each. Each Weapon Bearer is armed with either an Archeo-Blade (single-handed CCW) or an Archeo-Gun (two-handed shooting weapon). Archeo-Weapons have random powers; roll a D6 on the respective table below. Archeo-Weapons have the Unstable rule; if a To Hit roll of 6 is made with an Archeo-Weapon then there is a potential the ancient device has malfunctioned. Resolve the attack then roll a D6; on a 1 the weapon is on the blink until after the following turn, an Archeo-Blade counts as a normal CCW while an Archeo-Gun can’t be used at all. On a 6 the weapon explodes (!), inflicting a S5 Ap3 hit on the bearer. Naturally, the weapon cannot be used further. Weapon Bearers may purchase the Master-Crafted Weapon upgrade from the armoury; a Master Crafted Archeo-Weapon is not Unstable.
Rules: Infiltrate, Fearless, Alive!
Archeo-Blade Table
1: Molecular Disruption- the weapon radiates energy which attacks its targets at the sub-atomic level, the weapons is a Power Weapon which gives +1 Strength.
2: Phase Blade- the weapon’s molecular structure is unstable, constantly altering and shifting. The weapon ignores both Armour Saves and Invulnerable Saves, but is destroyed if used against a C’Tan.
3: Shredding- the weapon is a whirling mass of blades and spikes, which rips and tears hideously at flesh, armour and bone. The weapon gives the wielder Rending, plus successful wounds caused are doubled.
4: Electrifying- the weapon buzzes and crackles with raw current, delivering flesh-numbing shocks to its victims. Targets wounded by the weapon must pass a Toughness test or be unable to do anything for one round.
5: Deflection- the weapon projects an energy field which nullifies enemy projectiles, swinging and moving of its own accord to block attacks. The wielder has a 3+ Inv save against shooting attacks. Plus, when a save is made roll a D6, on a 6 the shot is deflected back at the shooter.
6: Masterpiece- the weapon is a marvel of Dark Age Technology, with effects that simply cannot be duplicated by the Imperium. The Archeo-Blade has one power of your choice from the table above; in addition roll on the table again, rerolling further results of 6.
Archeo-Gun Table
1: Fusil- this gun is a shining example of Dark Age plasma weaponry, unlike the shoddy weapons of the Imperium of today, this gun doesn’t blow up (well, not as often and it’s always due to age, not design faults). Rng 12�, Str 5, Ap 3, Heavy 1
2: Needler Machinegun- almost identical to the Imperial Needler, a sniper rifle/pistol designed to fire poisonous darts, this gun uses the same ammunition but fires rapidly and expels masses of ammunition. Rng 18�, Str Toxin (always wound on 4+, Str 2 against vehicles), Ap 5, Assault 3.
3: Particle Rifle- this eldritch-looking sidearm fires triple beams of energy at the target, it apparently attacks the target at the molecular level. Rng 30�, Str (always counts as being equal to the target’s Toughness+2, Str 6 against vehicles), Ap 1, Assault 2
4: EMP Cannon- this weapon generates and projects an Electro-Magnetic Pulse, while harmless to organics this weapon is deadly against vehicles and, in recent times, Necrons. Rng 24�, Str 7 (only affects Vehicles and Necrons), Ap 1, Heavy 2
5: Scorpion- this strange-looking weapon fires lethal bolts of raw Dark Matter at the target. Rng 24�, Str 8, Ap 2, Assault 2 Blast
6: Death Ray- the gun is a highly refined energy cannon, capable of immense destruction. Rng 24�, Str 9, Ap 2, Heavy 1.
Undead Horde
Zombies and animated skeletons are archetypical monsters to humanity, with a history that stretches back to before even the Dark Age of Technology. Whereas zombies are found amongst the worlds of humanity, particularly on Hive Worlds such as Necromunda, skeletons are only found amongst the ranks of the Necromancers. Whilst the zombie is an assault warrior, driven to feast on warm flesh, skeletons are driven solely by the desire to kill, and thus are capable of utilising projectiles. Thus, on the battlefield, the two types of undead are grouped together: the skeletons whittle down the ranks of the enemies with their projectiles whilst the zombies absorb the fire that is directed upon them in turn.
Points per Model: 10
Models per Unit: 10-30
Ws: 3
Bs: 2
S: 3
T: 3
W: 1
I: 2
A: 1
Ld: 6
Sv: 5+
Equipment: an assortment of weapons ranging from crude to advanced, including blackpowder pistols, chainsaws, rocks, plasma cannons and bare teeth/claws. Count as Laspistol and Close Combat Weapon.
Upgrades: promote one Deadite to a Deadite Captain for +9 points (gains +1 I & A and +2 Ld). Promote the unit to have the Gravediggers special rule for +10 points. Up to 3 Deadites can be equipped with one special weapon from the following list: Plasma Cannon +35 points, Heavy Bolter +30 points, Lascannon +25 points.
Special Rules:
Relentless: a zombie or skeleton has no nervous system like a living creature, allowing it to simply ignore wounds which would cripple a living opponent. Deadites have Feel No Pain.
Sometimes They Come Back: it is unknown how, but the curse of undeath can sometimes spread across the battlefield, reinforcing the necromancer's troops with the casualties of their foes. Whenever an Undead Horde slays a Living model, roll a D6. On a 5+ the unit gets one free Deadite.
The Hunger: Deadites are driven by an innate urge to destroy the living, which sometimes interferes with their capabilities on the battlefield. Roll a D6 for each Undead Horde at the start of each Undead turn. On a 1 or a 2 the unit immediately charges towards the nearest enemy unit, forfeiting their ability to use their missile weapons in the Shooting Phase. If the unit is joined by a Necromancer, this rule is ignored, as the psykers can easily dominate the pitiful wills of their charges.
Gravediggers: often the undead make use of their ability to survive without air to launch surprise attacks by burying troops on the battlefield to spring lethal ambushes on their enemies. An Undead Horde with the Gravediggers special rule is deployed using the Reserves rule (even if this is not part of the scenario). Place a marker on the battlefield to visibly indicate where the unit will be deployed from, roll to see if they arrive as per a normal Reserve unit, adding +1 to the dice roll for every Living unit within 12". If you roll that they appear, and would rather they didn't, you must first pass a Ld test for the unit with a penalty of -1 for every Living unit within 12".
Ghosts 25 points per model
Ghosts are the restless souls of the dead, plucked from the seething depths of the Sea of Souls and bound to the superior will of the Necromancer. These tortured beings, composed of pure psychic energy, float across the battlefield as heralds of the inevitable fate of the living, their psychic energy-charged death cries capable of freezing the blood in the veins of the living being.
WS: 4
BS: 4
S: 3
T: 3
W: 1
I: 5
A: 1
LD: 8
SV: 4+
Number per squad: 3-10
Weapons: Ghostly claws, swords etc. They count as having one close combat weapon.
Special Rules: Insubstantial
Banshee Scream: The Ghost can emit a piercing scream so at just the right frequency to destroy the targets brain or at least confusing it's opponents. In the shooting phase the ghost may use the Banshee Scream with the following profile
range: self S: 4 AP: 5 When the banshee scream is used, place the small blast template over each banshee model; any enemy unit under this template will be hit automatically. Partially hit models are affected on a 4+.
BLACK REGIMENT: 16 points per model.
WS: 4
BS: 0
S: 4
T: 4
W: 1
I: 5
A: 2
LD: 9
SV: 4+
EDIT: Squad consists of 4- 10 Black Regiment.
Weapons: Members of a Black Regiment count as having two close combat weapons. (The extra attack is already included in their profile.)
Options: One model may be upgraded to a Black Regiment Champion for 10 points. Black Regiment Champions count as having power weapon and extra close combat weapon and gain +1 attack and leadership. They may also buy up to 40 points of wargear from the armoury.
Ghouls
Points per Model: 9
Models per Unit: 5-15
Ws: 3
Bs: 0
S: 4
T: 3
W: 1
I: 3
A: 2
Ld: 5
Sv: 6+
Equipment: Venomous Fangs and Diseased Claws.
Upgrades: promote one Ghoul to Ravager for +6 points (receives +1 I, A and Ld and may purchase up to 15 points of wargear from the armoury)
Special Rules: Rending, Infiltrate, Scouts, Alive!
Death Riders
Points per Model: 20
Models per Unit: 10-15
Ws: 4
Bs: 0
S: 3
T: 3
W: 1
I: 4
A: 2
Ld: 7
Sv: 5+
Equipment: close combat weapon and Laspistol
Upgrades: promote one Death Rider to Headless Horseman for +10 points (receives +1 I and A and may purchase up to 25 points of wargear from the armoury). The unit may be mounted on Winged Horrors for +10 points per model (move as if equipped with Jump Pack) or Nightmares for +15 points (gain a 5+ Inv save).
Special Rules: Cavalry, Fleet of Hoof
Crushing Charge: when a unit of Death Rider's charge, they receive +1 Strength as well as +1 Attack.
CARRION SWARM BASE: 20 Points
WS: 3
BS: 0
S: 3
T: 3
W: 3
I: 2
A: D6
LD: 7
SV: 5+
Number per squad: 5-10 swarm bases
Weapons: Mainly teeth, claws etc.
Options: + 10 points Big Ones! The carrion swarm includes large dog-like beasts. The swarm becomes strength 4.
+15 points Tiny swarms: The swarm is made up of thousands of poisonous insects etc. the swarm gains an extra D6 attacks.
Flesh Beasts
These strange beasts accompany the necromancers into battle, from afar they look a little like the mythical centaurs, but when you get close all that changes. Their bodies are disgusting, reminiscent of the creations of Nurgle. These beasts died out long ago, but the necromancers have brought their souls back into the world of the living and bound them to their bones. The necromancer takes the flesh of his prisoners in order to give these horrible beings a strong grip back on life. As such they are made from the rotting flesh of the necromancer’s victims.
17 points per model.
WS: 4
BS: 0
S: 4 (5)
T: 4
W: 1
I: 4
A: 2
LD: 8
SV: 4+
Weapons: These foul beasts carry scythes, blades, axes and anything else they can scavenge from the battlefield. They count as being equipped with great weapons, making them strength 5.
Options: One model may be upgraded to a Flesh Beast Master for +13 points. A Flesh Beast Master gains +1 attack and leadership and he may buy up to 30 points from the armoury.
Special Rules: Flesh Beasts & Flesh Beast Masters move as cavalry.
Corpse Golem
Number per Unit: 1
Heavy Support Choice
For the Necromancer, the psychic arts are a way to breathe life back into the dead. For some, the restoration of life is too simple, so they attempt to instil life into something which never lived before. Scavenging graveyards and battlefield for the choicest body parts and organs, soon a dreadful behemoth of putrescent flesh and scrap metal lies assembled. With a final unholy act, raw psychic energy courses into its body... and the beast rises! It's Alive! It's ALIVE! IT'S ALIVE!!!
WS - 6
BS - 3
S - 6
T - 5
W - 4
I - 4
A - 3
LD - 8
SV - 4+*
Equipment: claws, chains, broken machinery, irrespective of what is actually wielded the Corpse Golem counts as being armed with a close-combat weapon.
Special Rules: Monstrous Creature, Unstable, Stitching
Upgrades: May be equipped with the following for the indicated points;
Extra Limbs for +15 points (gains +D3 attacks instead of +1 when charging)
Chainsaw Arm for +10 points (adds +2D6 to Strength when rolling for Armour Penetration)
BFG for +30 points (Shooting weapon with the following profile; Rng 24�, Str 8, Ap 3, Heavy 2)
Bile Gland for +10 points (instead of fighting normally in close combat or shooting it may place the flamer template with the narrow end touching the Golem, affected models take 1 S 4 Ap 4 hit each)
Wings +25 points: the Golem may move as though equipped with a Jump Pack.
Stitching: the Corpse Golem is formed of corpses sewn together, and as such can repair itself with ease on the battlefield. A Corpse Golem may forfeit moving, shooting and engaging in close combat for a turn in order to repair 1 wound previously lost. When the Corpse Golem is slain make a Toughness test, if successful the Golem is restored with only one wound remaining.
Unstable: the Corpse Golem's mind is not very well-tuned, and it is common for these lumbering behemoths to become erratic when over-exposed to stimulus... such as on the battlefield... Roll a D6 at the start of each turn, on a 1 roll again on the table below.
1: These Not My Hands!: the Golem becomes overwhelmed with hatred for its creator, it immediately attacks the nearest Undead unit, if there are no allied units in range treat this as Self-Destruction.
2: Self-Destruction: crazed by the explosions and bright light flying around, the Golem frantically rips and tears at its stitching and flesh, losing 1 wound with no saves allowed.
3: Entranced: the Golem becomes hypnotised by its surroundings, its mind reduced to the level of a zombie. The Golem loses 2 Ws, 1 S and 1 A for the rest of the turn.
4: This Way No That Way!: The Golem loses control of its movements, the opposing player may move the Golem in any direction he/she wishes during the Undead movement phase. The Golem reverts back to the Necromancers control after the movement phase.
5: Bam Bam Bam!: the Golem immediately fires 2D6 shots at the nearest enemy unit, if the Golem does not have the BFG upgrade treat this as CHARGE!
6: CHARGE!: the Golem dashes towards the nearest enemy unit, intent on ripping them to shreds. The Golem immediately moves towards the nearest unit, making a move of 3D6". If it reaches the unit, it gets +D3 attacks instead of +1 (cumulative with the Extra Limbs upgrade, giving +2D3 attacks).
Damned Minds
70 points
Front Armour: 12
Side Armour: 12
Back Armour: 10
WS: 3
BS: 5
S: 8
A: 2
Special rules:
Psychic Shield: The brain inside the machine is that of a powerful psyker, it will attempt to defend itself from attacks with a powerful psychic shield. This gives the Damned Mind a 6+ invulnerable save in addition to its armour values.
Psychic weapons: The Damned Mind uses it's own amplified psychic powers to attack foes with bolts of raw psychic energy.
The Damned Mind must have a psychic lash (close combat weapon) and one other psychic weapon from the following list:
Psychic Implosion 40 points: The brain simply destroys the enemy from the inside... This power may be used in the shooting phase, with the following profile:
Range: 18" Strength: X AP: X Assault D6.
This attack causes an implosion inside the enemy’s body destroying them regardless of their armour, psychic implosion ignores armour saves. This attack will always wound on a 4+ due to its immense power. Against tanks this attack causes a glancing hit on a 4 or a penetrating hit on a 5+.
Psychic Bolts 40 points: This is an attack of great power, the brain unleashes terrifying bolts of raw psychic energy that literally rip the target apart, shredding through flesh, bone and armour alike. The necromantic dreadnought may fire this attack in the shooting phase with the following profile: Range 36" Strength: 8 AP: 2 Heavy 2.
Puppet-master 25 points: target 1 Living unit with 18", each model in that unit makes 1 attack against the unit itself
Armoury
Single-Handed Weapons:
Bolt Pistol 1 point
Plasma Pistol 10 points
Power Weapon 10/5 points
Pumpkin Bombs (shooting weapon, 15 points): sometimes necromancers have been sighted wielding strange explosives resembling gourds crudely carved into leering Daemonic visages, though these seem ridiculous they pack a powerful explosion. Pumpkin Bombs are used during the Shooting Phase with the following profile: Rng 18", Str 4, Ap 5, Assault D6.
Two-Handed Weapons:
Bolter 2 point
Shotgun 1 point
Storm Bolter 10/5 points
Great Weapon 3 points
Wargear:
Unholy Icon 10 points: these twisted, sigil-engraven totems serve as magnets to draw raw warp-energy to the wielder. A unit with an Unholy Icon reduces the amount of wounds caused by a failed By Your Will roll by –D3. It also always counts as being able to draw LOS to the army Commander.
Blasphemous Standard (one per army) 20 points: these corrupted banners are a symbol of the unremitting horror of the undead, of their unquenchable thirst for death and their refusal to die. Any undead unit with one model within 18� of the Blasphemous Standard gains +1 Attack and may roll a D6 for each casualty it suffers, on a 6+ the casualty is ignored.
Warrior Familiar 15 points: knowing that their focus on the perfection of their psychic powers leaves them vulnerable to assault, necromancers often create undead bodyguards to defend them. A Warrior Familiar inflicts 1 S5 attack on every enemy in base-contact with its master at the start of the Undead assault phase.
Psychic Familiar 10 points: (may only be purchased by Necromancers and the Necromagus) this form of familiar takes many forms, from the still-living brain of a fellow psyker trapped in a jar to a homunculus formed from the psyker’s blood. A Psychic Familiar allows the psyker to reroll psychic powers tests. A Necromancer with a Psychic Familiar is allowed to purchase +1 psychic power.
Scout Familiar 15 points: these fast, nimble little creatures commonly resemble bats or giant eyeballs with wings. They fly ahead of their master to discover enemies and also help guide their shots. A character with a Scout Familiar counts as being armed with an Auspex and may re-roll one failed To-Hit roll made during the Shooting Phase.
Master-Crafted Weapon 15 points: apply to one weapon the character carries, the points cost is added to the character’s points value but is not deducted from his wargear allotment.
Grisly 5 points: the character is particularly fearsome to look upon, due to either blasphemous runes, gruesome trophies or an aura of malevolence. Opponents in combat with the character suffer a –1 penalty to their Ld when making Morale/Pinning tests.
Soul Jar 1 point: these twisted artifacts are used to snare the souls of the dying for purposes known only to the necromancer, whether that be consumption or reanimation. A character with this item gains +5 Victory Points every time it breaks or annihilates an enemy unit in close combat.
Bone Armour 20 points: this twisted armour is made from bone psychically sculpted into a defensive barrier and writhing with powerful runes of Necromancy. The wearer gets a 3+ Armour Save and a 5+ Invulnerable save. Also, if the wearer is hit by an Instant Death attack then the attack is neutralised but the Bone Armour is destroyed.
Rune Helmet 20 points: occasionally, when a particularly powerful Cauldron Born is destroyed some remnants of its hate-imbued armour remain. These are often taken and worn as defensive talismans. A Rune Helmet grants the wearer a 6+ Inv save. Also, the Helmet is still capable of projecting blasts of mind-rending hatred. The wearer counts as having a neurally activated Bolt Pistol, which can be used even if the wearer already has both hands full. This gives the wearer +1 attack for wielding an extra close combat weapon, even if armed with a two-handed weapon!
Spiteful Shield 30 points: vengeful spirits who delight in turning an opponent’s strength against him possesses this shield. The Spiteful Shield requires one hand to carry it and improves the wearers Armour Save by +1 (from 4+ to 3+ for example). In addition, when the wearer makes a save against a close combat attack the shield reflects the blow back at his opponent. When a save is made in close combat, the attacker takes a hit with the same strength and special rules as his own attack.
Winged Horror 15 points: The model counts as having a jump pack.
Nightmare 25 points: Moves as Cavalry 5+ invulnerable save.
Flesh Beast 50 points: Moves as cavalry the model gains +1 initiative and the flesh beast may attack in the assault phase with 2 strength 5 attacks, at the WS 4.
Necromantic Runes: necromancers have long known how to engrave runes and sigils which channel and focus the power of the Warp onto their weapons. Necromantic Runes are upgrades which can be applied to any weapon the character carries, with two special rules; 1: a single weapon cannot bear more than three Runes, 2: a character cannot carry two weapons with the same Rune. The runes are:
Binding (close combat weapon only) 20 points: attacks from the wielder count as having Sometimes They Come Back; note that in the hands of HQ choices this rune raises Deadites, in the hands of a unit champion it raises the same creatures as the rest of the unit.
Death 30 points: when wounded the target must pass a Toughness test or die outright.
Rending 10 points: each wound inflicted is multiplied into D3 wounds.
Screaming 5 points: this rune has different effects depending on whether it is applied to a close combat weapon or a shooting weapon. A shooting weapon with this rune causes Pinning; a CCW means that enemies must pass a Morale test to engage the wielder in close combat.
Ghost-Flame 30 points: the weapon ignores both Armour and Inv saves.
Life-Stealing 30 points: each time the wielder inflicts a wound roll a D6, on a 5+ the wielder gains 1 wound, this can increase the number of wounds but no more than double the initial Wound statistic.
Seeking 10 points: a CCW with this rune gives +1 WS, a gun with this rune gives +1 BS.
Tools of the Black Arts: these are special, arcane artifacts and powers only utilised by the masters of the army. Only a Necromagus, Necromancer or Necrophage may access equipment from this section. Ancient Cauldron Born may purchase the Necro-Blade, Unholy Power and Fellblade items.
Unholy Power 40 points: The spirits of thousands of dead warriors inhibit the necromancer's body, fuelling him with the anger of the dead. This gives the necromancer inhuman strength and he is able to withstand much more than any normal man could! The necromancer gains +1 wound, initiative, strength and attack.
Books of Necromancy 15 points: With him the necromancer carries several books of great power, these contain high level summoning techniques and resurrection spells. A necromancer that carries the books of necromancy does not have to take psychic tests to use his necromantic powers.
Unnatural Agility 30pts: With their constant infusion of raw warp energy and lost souls into their beings, many Necromancers gain enhanced abilities. Some grow strong enough to punch through adamantite; others can shrug off and heal from wounds that would kill a normal man ten times over. Some rare few channel the raw warp energy into their sinews and reflex system, enhancing their dexterity and speed, achieving results that make Imperial Assassins look feeble in comparison, with some even capable of transcending time to a small degree. But this ability is not without it’s side effects, the warp energy coursing through their being causes a kind of hyperactivity in the Necromancer, they constantly move and spasm, even at their stillest sinews and muscles writhe and twitch. The Necromancer moves like Cavalry and gains a 4+ Inv save, he also treats vertically Impassable Terrain as Difficult Terrain.
Resurrection (psychic power) 20 points: In the shooting phase, instead of firing a weapon the psyker can attempt to resurrect his fallen comrades; any deadite, black regiment or ghoul who died within 6" of the psyker may be resurrected on a roll of 5+. Note that a psychic test must be taken before using this power unless the model also has the books of necromancy wargear.
Jack-O'-Lantern (single-handed shooting weapon) 20 points: apparently an upgrade of the Pumpkin Bomb, a Jack-O'-Lantern seems to draw the spirits of the departed around it, making it a valuable tool for these blasphemous corpse masters. May be thrown during the shooting phase at a target within 12", place the small Blast Template in the centre of the unit, those covered are affected automatically those partially covered are affected on a 4+. Affected units take 1 Str 5 Ap 4 hit; even if no casualties are caused the unit must pass an immediate Pinning Test. Also, if the wielder also has the Soul Bind psychic power then it is boosted by the Jack-O'-Lantern; D6 models are raised when the power is used.
Fellblade (single-handed close combat weapon) 25 points: these vile sorcerous artifacts are engraven with blasphemous runes which drain the very spirit of their prey. Count as Power Weapon, but when rolling to wound the target's Toughness is counted as being 2 points lower then it is (cannot reduce below T 1).
Bat Form 10 points: the necromancer may move as though equipped with a Jump Pack and has Night Vision.
Staff of Necromancy (two-handed close combat weapon) 30 points: The bearer of a staff of necromancy is able to wield the power of Necromancy to fire devastating attacks at his foes. The staff of necromancy may fire with the following profile in the shooting phase: Rng 18� Strength 6 AP 3.
In addition any models killed by the staff of necromancy will hit with their full complement of attacks against the nearest friendly model, providing they are within 3 inches, using their normal weapons and strength/WS characteristics.
Necro-Blade (two-handed close combat weapon) 30 points: necromancers revere the Necro-Blade as a weapon of great power. The blade itself pulsates with necromantic power and when released this power destroys anything in the wielder’s path. A Necro-Blade is a master-crafted two-handed power weapon that adds +1 strength to its bearer. The bearer also gains a 5+ invulnerable save.
Storm-Wrack 20 points: even the sky breaks before the fury of the undead. Used during the Shooting Phase, affects all enemy units within 12" of the user. Place the small blast template in the center of the affected units, models directly under the template are affected automatically, those partially under it are affected on a 4+. Those affected suffer 1 S5 Ap4 hits.
Shadow-Skinned 10 points: can Infiltrate and gets a 6+ Inv save.
Phylactery 50 points: immune to Instant Death hits and gets Feel No Pain
Shroud of the Damned 25 points: gains a 5+ Inv save and is immune to psychic powers and psychic attacks (Culexus Assassin, Force Weapons ect).
Soul Bind (Psychic Power) 20 points: used during the movement phase, the psyker cannot move if this power is used. Nominate an Undead Horde unit within 12"; if the power is successful then it gains D3 new models.
Ghosts in the Shell (Psychic Power) 25 points: used during shooting phase instead of firing weapon, can target one vehicle or one unit with an armour save of 4+ or better within 18". Units suffer a hit with strength equal to their Toughness which ignores armour; vehicles make one roll on the Penetrating Hits table.
Unholy Vigour (Psychic Power) 25 points: used during the assault phase, target one friendly unit within 24", that unit may make assault and pursuit moves of 3D6" for the rest of the turn.
Curse of Ages (Psychic Power) 35 points: For some reason, Necromancers are often credited with the power to manipulate time around a living being, causing them to age rapidly and eventually disintegrate into dust. This is the source of those tales, a psychic power which accelerates the division of molecules, causing (for the target) eons to pass like seconds. This power can be targeted on any enemy unit within 18" during the Shooting Phase and can be maintained, meaning its effects last until another psychic power is used. Each model in the target unit takes 1 S1 hit which ignores armour. On the second round, each takes 1 S2 hit. On the third, each takes 1 S3 hit, with the strength rising by +1 for each round maintained, to a maximum of S10.
Death Bolt (Psychic Power) 15 points: Though the way of Necromancy is, for the most part, subtle, there are powers in their arsenal which can prove devastating. The Death Bolt is used during the Shooting Phase instead of firing a gun; it has the following profile: Rng 12�, Str 5, Ap 4.
SPECIAL CHARACTER: Isar, Master of the Necrophage,
200 points
WS: 7
BS: 2
S: 6
T: 5
W: 3
I: 5
A: 4
LD: 10
SV: 3+
Weapons and Wargear: Isar carries the blade of the fallen, has shroud of the damned and phylactery.
Special Rules:
Blade of the fallen: This is the symbol of the master of the necrophage, passed down from one master to the next since it's making before the horus heresy.
Apart from being a symbol, it is also a weapon of great power. This weapon makes Isar's save invulnerable. In close combat, this two-handed weapon ignores saves both armour and invulnerable. In addition it will always wound on a 4+ or better.
Master of the Necrophage: Isar is the master of all necrophage throughout the galaxy. Therefore the Necrophage bear an alleigance to him. He is known as a vicious killer, wherever he has passed by all live in fear of his retribution....
Any Necrophage & any unit joined by a Necrophage within 12" of Isar gain +1 attack and leadership. (To a maximum of ten.)
Eater of Flesh: All Necrophage are terrible cannibals, and Isar is no exception. He rushes towards the enemy ripping them limb from limb! Isar master of the Necrophage will roll 2D6 for "The Hunger".
Mordecai Chessmen: In antiquity, the people of Terra devised many games to amuse and divert themselves; some of these are still played today. Not surprisingly, the Necromancers know many of these now-forgotten games, a particular favourite is a game called “Chess�. But this is not simply a game to them…
In an ancient day, a powerful Necromagus known only as “Mordecai� utilised his vile psychic powers to instil a crude semblance of life into his chess pieces, using them as soldiers to purge a troublesome group of human survivors. Their power and effectiveness caused him to make more of these animated chess sets, and when he died both the sets and the knowledge to create and control them were scattered amongst the Necromancers. Carved from human bone and animated through blasphemous acts, ranging from the absorption of fresh blood to the ritual defilement of the body of a ruler or saint, the Mordecai Chessmen are as horrific as any zombie.
A Mordecai Chess Set is an item which may be purchased by the army’s Commander; it costs 50 points and allows the army to take the units detailed below. The Mordecai Chessmen do use up troops points but do not use up unit slots. An Independent Character cannot join any Mordecai Chessmen unit.
Pawn:
The weakest and most common of all the Chessmen, the Pawn resembles a warped, degenerate human being with a round shield strapped to its back. The mindless thing is usually armed with a two-handed weapon (primarily pike weapons) or two swords, but its strength and savagery are enough that bare hands are all it needs. Slow and utterly mad, it tends to crawl or stoop, its relentless desire for death driving it ever forward. Mordecai Pawns simply require fresh blood being spilled over them to be activated, growing from a tiny figurine into a murderous soldier in an instant.
Points per Model: 17
Models per Unit: 7-28
Ws: 3
Bs: 0
S: 4
T: 4
W: 1
I: 2
A: 1
Ld: 6
Sv: 5+
Equipment: Hand Weapon
Special Rules:
Bone Skin: Mordecai Pawns have a 5+ armour save (included in profile above).
Gibbering: Mordecai Pawns are never silent, they are always issuing a never-ending stream of gibbering and whining, which unnerves the living and drives them to distraction. Units which have to make a Morale or Pinning test while in base-to-base contact with Mordecai Pawns suffer a –1 penalty to their Ld.
Insane: depending on whom you ask, Pawns are either totally mad or utterly mindless, either way they can be quite unpredictable. Make a Ld test for each Pawn unit at the start of each turn, if the test is failed they move in a random direction. This test does not have to be made if the unit can draw LoS to an enemy unit, as their overwhelming urge to kill keeps them going in the right direction.
Rook:
The Mordecai Rook is the next in line from the Pawn, and is consequently more powerful. Rooks are tall and massively built, bristling with all manner of spikes and serrated edges, which they use in combat to rend and maim their victims. One type of Rook resembles nothing more than a human skull mounted on a razor-sharp array of bristling spider-legs of bone. To be activated, the piece must be inserted into the skull of a fresh corpse, whereupon the skin begins to rot and the muscles and bones warp and twist. Utterly useless for anything besides hand-to-hand combat, Rooks are capable of using their built-in blades to climb walls and slash paths through jungle.
Points per Model: 22
Models per Unit: 5-20
Ws: 4
Bs: 0
S: 5
T: 4
W: 1
I: 3
A: D6+1
Ld: 7
Sv: 4+
Equipment: Spikes and Serrated Edges (count as two hand weapons, bonus attack included in profile)
Special Rules:
Bone Skin: Mordecai Rooks have a 4+ armour save (included in profile above).
Hack-and-Slash: Mordecai Rooks wield no weapons but the spikes and viciously sharpened limbs they are carved with. In battle they are whirlwinds of destruction, hacking, slashing and hewing wildly at anything nearby. Mordecai Rooks make D6 attacks each in close combat; this is included in their profile.
Hew Path: Mordecai Rooks are adept at using their unnatural strength and their razor-sharp limbs to decimate obstacles in their path. Mordecai Rooks move 3D6� in difficult terrain. This ability does not apply to vertically impassable terrain (see Climbing Spikes below) or to liquid based difficult terrain.
Blood-Lust: Mordecai Rooks must always move towards the nearest enemy unit, assaulting if they can, even if the unit is something they cannot hurt. If they defeat an enemy unit in close combat they must always overrun, they cannot consolidate their position.
Climbing Spikes: Mordecai Rooks can utilise their built-in spines to climb obstacles, they treat vertically impassable terrain as difficult terrain.
Knight:
The Mordecai Knight is one of the most horrific looking of the various pieces as well as one of the most dangerous. To create a Mordecai Knight, two human corpses must be acquired and then bound together, whether through such mundane methods as stitching to such exotic methods as psychic sculpting, with the chesspiece being placed in the spot where the two join and raw psychic energy flooded into the abomination. As a result, the Knight’s appearance varies the most of all the Chessmen. Some may have four arms and two heads. Others have one torso but two pairs of legs. Most appear to have one body growing out of another, it depends upon the state and amount of the corpses as well as the ‘artistic’ tastes of the Necromancer. Regardless of the particulars, these fearsome creatures appear as two (semi-)naked corpses fused together and then carved into a hideous parody of a warrior. Moving awkwardly but with great speed, the Knight is able to coordinate its attacks with great efficiency.
Points per Model: 60
Models per Unit: 4-16
Ws: 5
Bs: 0
S: 6
T: 5
W: 2
I: 4
A: 4
Ld: 7
Sv: 3+
Equipment: Dark Blade (power weapon)
Special Rules:
Bone Skin: Mordecai Knights have a 3+ armour save (included in profile above).
Royal Guard: Mordecai Knights commonly act as retinues to safeguard important members of the undead army. Knights are the only Mordecai Chessman unit an Independent Character can join.
Leaping: Mordecai Knights possess supernatural dexterity and speed, being capable of leaping over most obstacles and diving into combat. Mordecai Knights move 3D6� in difficult terrain and may make their full attacks against models within 2�.
Bishop:
A foul parody of the religious figures of the Imperium, the Mordecai Bishop is a psychic catalyst, its unceasing foul chants and blasphemous prayers draw raw Warp energy and release it into the physical world. It moves with a kind of discordant grace, weaving from side to side almost hypnotically in time with its ceaseless ranting. To create this unholy being, the fresh corpse of a religious figure is needed; once the corpse’s heart has been removed and the chesspiece inserted, the skin begins to dry and desiccate whilst foul, evil intelligence sparks in the eyes.
Points per Model: 50
Models per Unit: 1
Ws: 4
Bs: 4
S: 4
T: 4
W: 2
I: 3
A: 2
Ld: 10
Sv: 4+
Equipment: Warp Staff (hand weapon, may be fired in the Shooting Phase with the profile of a Storm Bolter)
Special Rules:
Bone Skin: Mordecai Bishops have a 4+ armour save (included in profile above).
Unholy Mantra: the twisted litanies and prayers the Bishop constantly speaks fill the hearts of mortals with deepest dread. Units which have to make a Morale or Pinning test while in base-to-base contact with a Mordecai Bishop suffer a –2 penalty to their Ld.
Dark Vigour: the psychic energy emitted by the Mordecai Bishop is revitalising for its kind. The Bishop and any Mordecai unit within 6� are treated as having Bionics. The Mordecai Bishop counts as a psyker for being affected by special rules/attacks (such as Hammer of Witches).
Queen:
Immensely tall and regal, a horrifying icy beauty, the Queen exudes an aura of terrifying power from its gaze. Next to the King, the Queen is the most powerful piece requiring a drop of a virgins blood to animate it. Swelling in size, the Queen’s bone form softens and colors to give the appearance of living flesh… though on closer inspection the skin is translucent and glowing, with a fine network of veins and arteries showing through. The Queen is a magnificent creation, awesomely powerful and uncanny intelligent. Though physically weaker than its ‘husband’, the Queen possess the ability to channel potent Warp energy through its physical form.
Points per Model: 150
Models per Unit: 1
Ws: 7
Bs: 5
S: 6
T: 5
W: 3
I: 4
A: 4
Ld: 10
Sv: 4+/5+*
Equipment: Ceremonial Sceptre (power weapon, can be fired in the Shooting Phase with the profile of a Plasma Cannon, but doesn’t Get Hot)
Special Rules:
Bone Skin: Mordecai Queens have a 4+ armour save (included in profile above).
Dark Grace: as well as their thick bone skin, Mordecai Queens possess great agility and a powerful aura of focused psychic energy to protect them from harm. Mordecai Queens have a 5+ Inv save (included in profile above).
Devotion: The Queen is the most venerated of all the Chessmen, her presence (added to the psychic energy she projects) is enough to drive them to unmatched levels. The Queen and any other Mordecai unit within 6� have Feel No Pain.
Fell Charms: the Queen is capable of using her innate psychic powers to beguile the minds of others. The Queen counts as a psyker for terms of being affected by special rules/attacks (such as Hammer of Witches). This power may be used on a unit in base contact with the Queen; the unit must pass a Ld test or be forced to reroll all successful to hit/wound rolls made during that Assault Phase.
King:
The King is a figure of astonishing sight, inspiring awe and terror in all who face him. Requiring an unholy rite finishing with the ritualistic sacrifice of a great leader or venerated saint, the King piece is placed among the defiled corpse and proceeds to grow out of the ruin of blood and flesh, assimilating the body and assembling himself piece by piece in a sanity crushing ritual, finally cladding himself in bone armor and arming himself with a jagged, bone sword. The King is unmatched in its power, but this very power makes it vulnerable: whereas the destruction of the other pieces will simply cause them to revert to mere figurines, the King’s grasp on life is very fragile. Once destroyed, the most powerful of all of Mordecai’s creations is gone forever.
Points per Model: 175
Models per Unit: 1
Ws: 8
Bs: 0
S: 8
T: 6
W: 4
I: 5
A: 5
Ld: 10
Sv: 3+/4+*
Equipment: Baneful Sword (power weapon, auto-wounds on a 4+)
Special Rules:
Bone Skin: Mordecai Kings have a 3+ armour save (included in profile above).
Unholy Blessings: Mordecai Kings have a 4+ Inv save (included in profile above).
Icon of Evil: any Mordecai unit within 12� of the King gains +1 Attack, but if the King is slain the enemy receives a bonus 100 Victory Points.
Mordoc, Master Of the Heralds- 260 pts
Little is known about Mordoc's past of what is known explains his relentless hatred for the imperium. When he was a young boy his home planet fell victim to the wraith of the space wolves, who mercilessly slaughtered his family while he watched helplessly bound by fear, hiding in the supply crates beside his home. After the armoured giants had left a Cabal of Necromancers arrived, scavenging for bodies to fuel their undead armies. They discovered the boy and unusually they were drawn to take him with them. Over time Mordoc grew in power and gained the trust of the necromancers. He allowed himself to become a servant of each of the chaos powers in-turn, taking from them what he needed.
From Tzeentch he took a mind more cunning than any imperial assassin. From Khorne he took the Hatred and Ruthlessness that he needed to destroy his enemies, from Slaanesh he crafted his body into a perfect killing machine, and from Nurgle he took the gift of everlasting "life".
From this day forth he has plagued the imperium, killing many high ranking imperial commanders, However he feels a strong devotion to the necromancers, as it was them who allowed him to become what he is now and often leads their undead armies into battle and has taken up his rightful place as the master assassin in their undead legions.
WS 7
BS 5
S 5
T 5
W 3
I 7
A 4
LD 10
Sv 3+*
Weapons: Andarial, Archeo-gun, Armour of the Damned, Smoke Capsules, Cyanide Pills
Special Rules:
Andarial- This weapon was found by Mordoc after he stumbled upon a ruined chaos temple. For some reason he was drown to the stone altar in the center of the chapel. As he reached it the great stone slab was cleft in two, revealing the blade. The blade was used to house a daemon of extraordinary power but all of its previous masters had perished by its blackened edge, it was laid to rest there until someone worthy of the power that it contained clamed it. From that day forth, Mordoc had plagued the galaxy with Andarial's power. Andarial counts as a power fist but strikes in Initiative order, also if a casualty is caused by this blade then roll a D6, on a 5+ that model is killed outright.
Armour of the Damned- This armour has been infused with the full power of chaos and is nearly indestructible but it also drives the wearer insane for the souls of the living. This armour counts Mordoc's save as invincible, and gives him the hunger special rule
Smoke capsules- These can be used once per game in your opponents turn and allow you ignore all hits from ranged weapons from that player for the remainder of that turn (note that he can still be killed in close combat).
Cyanide pills- If Mordoc is killed then roll a D6, On a 5+ he has swallowed a cyanide pill and dose not give your opponent victory points
Herald- In all respects, Mordoc is still a Herald Of Death and follows all the special rules for the heralds.
THE MAD REAPER
The Mad Reaper
Even amongst the twisted hordes of the Necromancers, there is a name- a title rather- spoken of with equal parts respect and soul-shriving terror. That title is the Mad Reaper, a Necromagus of unknown origin, of hideous power and all-consuming insanity...
An aimless wanderer, who roams the universe in a ceaseless search for he-alone-knows-what, he (or maybe she) appears from nowhere to deal death and then vanish back into the shadows between the stars...
In appearance, the Mad Reaper is decidedly unimpressive. Painfully gaunt, seemingly on the verge of dieing of starvation, its tightly stretched, near-mummified pale skin is almost indistinguishable from its shredded white robes. Its face is hidden by a blank mask of bone, featureless except for the gaps which would normally reveal eyes. These alone reveal the truth, for those who have seen into them and survived liken the experience to looking into the Warp; they are cold, desolate voids; raw, unspeakable madness writhing and seething within. It clutches an ancient scythe; known as the Reaper’s Scythe, this is a powerful artifact of necromancy which has taken countless souls in the eons of the Reaper’s life.
The Mad Reaper’s mind is incomprehensible to others, its actions are totally random and chaotic. Its psychic power causes it to broadcast this madness as an aura which saps the will and shrivels the soul of those who come into contact with it, driving them into permanent insanity. Though a powerful warrior, its madness makes it an unpredictable ally, for often it has broken off its attack to wander aimlessly across the battlefield, or it has simply become lost in its hallucinations and visions and ignored the rest of existence. Several times in history, its madness has led it to attack its allies, its own troops even! Far too dangerous to live, yet too powerful to destroy, the Mad Reaper still continues to bring death and destruction to the far corners of the universe.
POINTS COST: 260 points
WS:6
BS:5
S:5
T:5
W:4
I:6
A: D6+3
LD:10
SV:2+/5+*
Wargear & Equipment: The Reaper's Scythe, Spiteful Shield (please note that the +1 to armour save is already included) Phylactery, Blasphemous Standard(counts as your one per army), Grisly.
Psychic Powers: Unholy Vigour, Curse of Ages.
SPECIAL RULES:
The Reaper's Scythe: Counts as a Power Weapon with the following Necromantic Runes: Binding and Screaming
The Madness of The Reaper: The mad reaper has an awful madness that determines how effective he is in combat, sometimes he fights like an animal dodging dozens of blows and could fight off an entire army and other times he is just as strong as a normal man as he regains his sanity momentarily.
At the start of each Necromancer assault phase in which the mad reaper is engaged in close combat roll a D6 and add 3 to the dice roll to determine how many attacks he gets.
On a roll of 1 for the mad reaper's attacks he gets no attacks at all.
On a two he turns against his own men and he rolls again to see how many attacks he gets against them, rerolling other results of two. Note that if you roll a two and then a one he gets no attacks.
Shrug Off Wounds: the Mad Reaper has a 5+ Invulnerable save. In addition, when the Mad Reaper is killed roll a D6, on a 5+ he is restored to 1 Wound. This cannot be used if the Mad Reaper was slain by an Auto-Kill attack.
Unexpected Entry: for the reaper to enter play you must roll 2D6 at the start of the battle, after all terrain has been set up and all other models have been placed on the battlefield.
After rolling the dice consult the table below:
2-6 Infiltrate
5-7 Special*
8-12 Deep Strike
*Special: On a roll of 5-7 the reaper is entering play in a quite different way.
He may end up exactly where you want him, he could end up exactly where you don't want him to go! (In this case he has just showed up...) The Necromancer player places a marker in the center of the table. Then roll 3D6+scatter dice to determine where he will begin on the battlefield.