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Old September 10th, 2005, 00:33   #1 (permalink)
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Default Codex: Necromancers- Data

Just so I (or anyone else who wants to see this project) don't have to go looking through the 39 pages of Codex: Necromancers to find the most recent version, I decided to create this topic to house the Fandex I have been working on for so long. If you have any queries, comments, questions or suggestions, then please post them here: we eagerly await feedback and love to hear what you think of this little project!

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. To clarify, all units in this Codex- with the exception of those that posses an Armour Value instead of Toughness and Wounds and those that posses the Alive! Special Rule- are Undead.

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.


Army List:
HQ: 0-1 Necromagus, Necromancer Cabal, Necrophage
Elites: Wights, Harvesters, Execution-Kin, 0-1 Herald of Death
Troops: Undead Horde, Ghosts, Necro-Cultists
Fast Attack: Ghouls, Carrion Swarms, Flesh Beasts
Heavy Support: Psychic Construct, Corpse Wagon, Undead Beast

Sub-Lists:
Mordecai Chessmen:
HQ: 1 Necromancer Cabal OR Necromagus*, 0-1 White King, 0-1 Black King
Elites: White Bishops, Black Rooks, White Knights
Troops: White Pawns, Black Pawns
Fast Attack: White Rooks, Black Knights
Heavy Support: 0-1 White Queen, 0-1 Black Queen, Black Bishops
*This unit is compulsory and doesn’t take up a HQ slot.
**Mordecai Chessmen can also take allies from the main army list, in the form of 0-2 Troops, 0-1 Fast Attack and 0-1 Heavy Support. These allies cannot fulfil Compulsory Unit Slots.

Feral Horde:
HQ: Necrophage
Elites: Ancient Ghouls, 0-1 Herald of Death
Troops: Ghouls, Phago-Cultists
Fast Attack: Carrion Swarm, Carrion
Heavy Support: Wyrm


__________________
The Grand Necromagus of the LO Codex: Necromancers Design Team.

The Supreme Lance Leader of the Codex: Wasters Design Team.

Cruelty has a Human Heart
And Jealousy a Human Face
Terror, the Human Form Divine
And Secrecy, the Human Dress

Last edited by Unseen Lurker; April 7th, 2006 at 00:12.
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Old September 10th, 2005, 00:34   #2 (permalink)
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Armoury
Single-Handed Weapons:
Close Combat Weapon 1 point
Bolt Pistol 1 point
Plasma Pistol 10 points
Power Weapon 10/5 points

Two-Handed Weapons:
Bolter 2 point
Bone-Shard Shotgun (shooting weapon, 10 points): These twisted weapons bear more of a resemblance to blunderbusses than to shotguns. The aptly-named Bone-Shard Shotgun is loaded with framents and shards of bones, a very availible resource to Necromancers. When fired, it emits a short-ranged scything cloud of razor-sharp organic edges and points, which lacerate and maim any caught within them. Rng: template, S: 4, Ap: 5, Assault 1. Any To Wound roll of a 6 is considered to have AP1 instead of AP5.
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 +40 points: (one per army) 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 (NOT a Necromagus!) 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 may re-roll one failed To-Hit roll made during the Shooting Phase. Also, if enemy models using the Infiltrate special rule set up within 4D6" of the character, the character (and the unit he is with) is allowed to take a 'free' shot at them (or sound the alarm if the Sentries rule is in play). These shots are taken before the battle begins and may cause the infiltrators to fall back, but otherwise all of the normal Shooting rules apply.

Shield Familiar +20 points: similar in nature to the Warrior Familiar, a Shield Familiar is created for the single purpose of defending its master from danger in combat. Commonly large and broad with heavy armour, undead Tyrant Guard and Ork Nobs are favoured for use as the ‘rootstock’. However, even this construct can only take so much damage before it is rendered useless. The character has a 3+ Invulnerable Save, but once this save is failed the Shield Familiar is destroyed and the Invulnerable Save is lost for the rest of the game.

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. A Master-Crafted Weapon may re-roll 1 failed To Hit roll per turn.

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 close combat with the character suffer a –1 penalty to their Ld when making Morale tests.

Soul Jar +5 points: 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 possess 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 an Armour 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. This item does not affect the Invulnerable Save (if any) of the character who bears it.

Winged Horror Mount +15 points: In their constant experimentation, Necromancers occasionally discover new uses for old procedures. A Winged Horror is a flying monster of sufficient size to carry a Necromancer into battle stitched together from numerous, often warped, corpses. The model counts as having a jump pack.

Nightmare Mount +25 points: In a vile mockery of the cavalry officers of the Imperium, Necromancers often resurrect slain horses and imbue them with powerful necromantic energy, thus they are both a mount and a source of protection. Moves as Cavalry and has 5+ invulnerable save.

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 three special rules; 1: a single weapon cannot bear more than three Runes, 2: a character cannot carry two weapons with the same Rune, 3: they cannot be applied to the special weapons in the Tools of the Black Arts section. The runes are:

Binding +20 points: (close combat weapon only) attacks from the wielder count as having Sometimes They Come Back (see Undead Horde in Troops for deatails); note that this weapon only raises Deadites, who count as being in close combat with the same enemy unit the wielder is fighting and who will form a separate unit once the unit they are facing is destroyed or flees combat.

Death +30 points: when successfully wounded by this weapon the target must pass a Toughness test or die outright.

Maiming +10 points: each wound inflicted is multiplied into D3 wounds.

Screaming +15 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 Close Combat Weapon 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. Count only the original number of wounds inflicted to determine how many wounds the wielder absorbs.

Seeking +10 points: a Close Combat Weapon with this rune gives +1 WS, a gun with this rune gives +1 BS.

Essence Stealer +20 points: when the character wounds an enemy with more than one wound he may choose to “bleed off” a stat, lowering a stat of his choice (not Wounds) by –1 and increasing the same stat for himself by +1. A stat cannot be reduced any further than 1 or raised further than 10.


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.

Necromancers/Necromagi Only:
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. However, if the Necromancer has the Shroud of the Damned gift then the Books of Necromancy simply allow him to take Psychic Tests at the normal difficulty.

Shroud of the Damned +35 points: the Necromancer has claimed the souls of every foe he has slain, binding them together into a protective skein of psychic energy that repulses attacks both physical and mental. The character gains a 5+ Inv save and is immune to Psychic Powers, the 'instant death' attack of Force Weapons, though they still count as Power Weapons, and to the Life Drain special rule of the Culexus Assassin. However, the restless souls wail and scream constantly, distracting him, and when he wields psychic energy they try to overwhelm him. The character rolls 3D6 and picks the two highest results for Psychic Tests.

Jack-O'-Lantern +20 points: (single-handed shooting weapon) a Jack-O'-Lantern is a powerful beacon of psychic energy which seems to draw the spirits of the departed around it, making it a valuable tool for these blasphemous corpse masters. If hurled at a target it explodes in a surge of warp-flames and hideous, demented laughter, scarring its victims both mentally and physically whilst the Necromancer himself may reconstitute the Jack-O'-Lantern after wielding it. 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 models 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.

Staff of Necromancy +30 points: (two-handed close combat weapon) 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 4 Assault 4.
In addition any models killed by the Staff of Necromancy will hit with their full complement of attacks against the nearest friendly model within 3 inches, using their normal weapons and strength/WS characteristics.

Psychic Powers
Resurrection +20 points: Focusing his power into the same resonance as the souls of his minions, the Necromancer revitalises and restores the unlife of his servants. In the shooting phase, instead of firing a weapon the psyker can attempt to resurrect his fallen comrades; nominate a unit within 18" of the psyker and roll a D6 for each casualty it has taken; on each roll of a 5+ a casualty has been restored.

Soul Bind +20 points: Weaving their dark will into numerous tendrils of psychic energy, the Necromancer seizes the souls of the recently dead and forcibly returns them to their former shells, binding the resultant zombies to his will. Used at the end of the Necromancers turn. Nominate a point within 12" and in Line of Sight of the psyker; if the power is successful then a new unit of 2D6 Deadites is created at that point. This unit is worth the appropriate Victory Points for your opponent. Only one Psyker may use this power in any Necromancer turn. Alternatively, target an existing Deadite unit within 12" and Line of Sight to restore 2D6 casualties suffered.

Ghosts in the Shell +40 points: Whether this power causes the Machine Spirits to lash out wildly at their material vessels or simply summons vengeful spirits from the Warp is unknown, but what is known is that this power is the bane of heavy armour. Used during shooting phase instead of firing weapon, can target one vehicle or one unit with an armour save of 4+ or better within 12". Units suffer a hit with strength equal to their Toughness which ignores armour; vehicles make one roll on the Penetrating Hits table.

Unholy Vigour +25 points: With a temporary surge of reanimatory energy, the servants of the Necromancer become filled with supernatural speed and agility. Used during the assault phase, target one friendly unit within 24", that unit may make assault moves of 3D6" for the rest of the turn.

Curse of Ages +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 Necromancer Shooting Phase. Each model in the target unit takes 1 S1 hit which ignores armour. In each subsequent Necromancer Shooting Phase the unit is affected again by Curse of Ages, with the strength of the hit dealt rising by +1 each time, though it cannot raise in strength beyond a maximum of S10. This effect lasts until the user either uses another psychic power or is killed.

Death Bolt +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, Assault 3.

Haunting Melody +15 points: known by many names amongst the Necromancers, this power’s effects remain the same. As the Necromancer focuses his will, he creates an aura of reanimatory power, which many psykers claim to hear as a psionic melody of otherworldy beauty. Within this aura, the flesh and bones of his minions who have at last received final death knit and fuse back together, whilst their soul is pulled back from the warp. Used during the Movement phase and prevents the Necromancer from moving. Affects all Undead units within 6”, all affected units regain D6 casualties.

Destruction +25 points: also known by many names, this power unleashes soul-flensing death upon the Necromancer’s foes. Used during the Shooting phase. Range: 18", S8 Ap3 Assault 1 Blast, automatically hits, may be centered on the Necromancer instead of targetting an enemy unit. The Necromancer is not affected by this power if he is using it over himself. May be used even if in combat, but then may only be centered on the Necromancer.

Soul Drinker + 30 points: the Necromancer’s powers over the very essence of life allows him to rip it from his foes, stealing their vitality and strength with a single act of will. Used during the Shooting phase. Target a Living unit up to 18” away and roll a D6 for each model affected; all models that roll a 6+ automatically lose a wound, with no saves of any kind allowed at all. If the Necromancer is in close combat, this power affects all enemy models in base-contact with him instead of targetting a specific unit.

Spectral Dirge +15 points: the Necromancer uses his talents to conjure scenes of death and decay before his victim, each being whose mind the Necromancer touches sees themselves dying their most feared death. Used during the Movement phase, target a Living unit within 24”, that unit must pass a Ld test or be unable to move for that turn.

Betrayal in Death +20 points: the Necromancer has the power to reanimate his slain enemies, just long enough to manipulate them into directing one last attack against their former comrades. Target a Living unit in close combat during the Necromancer’s Close Combat Phase, for each casualty the target unit takes it takes 1 extra attack, made with the same Strength as the unit’s members.

Any:
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.

Unnatural Agility +35pts: 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.

Fellblade +25 points: (single-handed close combat weapon) 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). However, for terms of inflicting Instant Death the target's Toughness counts as only being 1 point lower than it truly is.

Necro-Blade +30 points: (two-handed close combat weapon) 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.

Bat Form +15 points: the Necromancer has either grafted massive wings to his frame or obtained the ability to transform into either a single giant flying creature, an ordinary flying creature or a swarm of lesser creatures. The Necromancer may move as though equipped with a Jump Pack and has Night Vision. Night Vision means the character (and the unit he is with) may re-roll the dice to determine how far they can see when the Night Fight rules are in place- note that they must accept the result of the re-roll, even if it is worse than the original score.

Shadow-Skinned +10 points: lurking in the darkness and hiding in the shadows is something all Necromancers become accustomed to. Some become so attached to the dark that they unconsciously- or even purposely- begin to infuse the very essence of darkness into their bodies; their skin becomes black as night and absorbs all light that falls upon it, enabling them to hide with greater ease and confusing the eyes of their mortal foes. The character can Infiltrate and gets a 6+ Inv save.

Phylactery +50 points: with their great skill at manipulating the very essence of life, some Necromancers learn how to remove their own life-force and infuse it into a physical artefact of some sort. As long as this artefact remains intact, the Necromancer cannot be truly destroyed. The character is immune to Instant Death hits and gets Feel No Pain

Reaping Scythe +25 points: the scythe is an archetype weapon in cultures throughout the known universe; a symbol of the ending of life and the transition from living breathing being into dead meat. The Necromancers, possessing the affiliation for symbols of death, decay and mortality that they do, are often masters of wielding scythes, transforming them from simple farm tool into deadly weapon. A Reaping Scythe is engraven with specialised runes and dark incantations to further enhance its lethality. A Reaping Scythe is a two-handed Power Weapon that grants the wielder +1 Strength and +D6 Attacks in close combat. if the wielder is directing his attacks at a specific model however he only gets +1 Attack, as the weapon is too unwieldy to be used with much finesse.

Madness Blade +30 points: Necromancers are masters at manipulating life-force and twisting the minds of the living for their own dark purposes. Much like their Chaos allies imprison raging Daemons within weapons, Necromancers can draw the very soul from a living creature and bind it into a weapon, often resulting in an eternity of nightmarish torment for the creature. The weapons known as Madness Blades are special extensions of this "art", using the souls of the insane and the twisted minds of the mad to create a blade that can wrack the foe's mind with waking nightmares and leave their sanity mangled beyond all repair. A Madness Blade is a single-handed Power Weapon that imposes a -2 Ld penalty to all Morale and Break tests caused by the wielder.

Last edited by Unseen Lurker; March 9th, 2006 at 03:23.
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Old September 10th, 2005, 00:35   #3 (permalink)
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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: 5
BS: 6
S: 4
T: 4
W: 3
I: 5
A: 2
LD: 10
SV: 3+

Weapons: The Necromagus comes with a CCW and a Bolt Pistol. The Necromagus also has access to the armoury, being able to purchase an unlimited amount 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 must have 1 Psychic Power from the Necromantic Psychic Powers list and may have up to 2 Psychic Powers. The Necromagus negates the “The Hunger” rule of any Undead Horde Unit within 12”.

Retinue: a Necromagus may be accompanied by a retinue of 3-8 Wights- as a retinue this unit does not take up any unit slots.



Necromancer Cabal
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.
Points per Model: 40
WS: 4
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 100 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 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 additional Necromancer present. This cannot reduce the strength of the attack below 1.


Necrophage
Much like the Necromancers they serve (however reluctantly), the Necrophagi are of diverse and varied origins. Some are the accidental or, in rare cases, deliberate result of experimentations in the reanimation of powerful warriors, returning from their grave with their minds intact. Others are the results of cruel rituals performed on living beings, with some Necrophagi reputedly able to spawn by inoculating mortal victims with some venom, toxin or disease brewed within their undead bodies. And rumours occasionally sweep the ranks of the Necromancers as to the existence of certain diseases, plagues that create these “deathspawn”. Regardless of their origin, all Necrophagi share one thing: a hunger, perhaps more properly termed an addiction. Most commonly, this is an insatiable physical need for raw flesh, fresh blood or certain organs. With others, the object of their craving is more intangible; the very souls of their victims, or a simple need for violence and destruction. In all cases, this addiction is irresistible, and no matter what their original personality or nature, no Necrophage can resist it. It is never of a question of if a Necrophage will give in to their craving, but simply a matter of when. Some, if not most Necrophagi, are greatly sorrowed at their circumstances for some time, but all eventually lose their humanity (and often their sanity in the bargain). With no-one else to turn to, they are forced to the service of the Necromancers, who are quite pleased to give these wretches a place amongst the most favoured of their minions. What better bodyguard or general than one that cannot feel fear or pain, one that cannot be swayed by pleas for mercy or pangs of conscience? For the Necrophage, the only thing that matters is the shrieking siren call of the hunger, and nothing can sway them from sating it. Nothing…
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: Necrophagi are horrific cannibals, driven by the desire to feast on the freshly slain. A Necrophage cannot make a Sweeping Advance after 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), as does any unit joined by it.

Options: Necrophagi can purchase the following unique upgrades for the points costs listed.
Sharp Claws: +8 points, This awful creature has claws so sharp they can tear through an adamantine plate with ease. The Necrophage has +1 Attack and the Rending rule, but cannot purchase any other Close Combat weapons.

Bloodlust: +14 points, The Necrophage is obsessed with the lust for blood and will not stop until his foe's blood is spilt. Necrophage with bloodlust get an extra attack for each 6 he rolls to hit.

Eater of Souls: +25 points, the Necrophage consumes the life-essence of the slain, driven by an insatiable appetite for death his power grows stronger as his hunger runs rampant. For every casualty inflicted in the last Assault Phase, the Necrophage gains a +1 bonus to Strength, Initiative and Attacks (to a maximum of 1. This bonus lasts for one round.

Blood Drinker: +20 points, the Necrophage has learned how to use stolen life-force to revitalise its own body. In close combat, the Necrophage may choose to surrender all of its attacks to make one attack against an enemy in base contact. If this attack wounds successfully, it inflicts D3 wounds and the Necrophage recovers an equal amount of lost wounds.

Ravening Charge: +30 points, This Necrophage's hunger for bloodshed and death is so great that it hurls itself into the fray, striking with such swiftness and ferocity that its foes are butchered before being capable of reacting and its adrenaline rush is so great that even mortal wounds are merely shrugged off. The Necrophage gets +1 Strength and +1 Initiative on the charge, as well as improving its Armour Save by +1 (from 4+ to 3+ for example). However, it must re-roll successful "The Hunger" rolls.


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.
Though quite capable of functioning independantly, Necromancers prefer to keep these creatures close or, better still, away from danger altogether. Nevertheless, when the battle is of critical importance the Necromancers who control them will allow them to join the battle- though they will always remain under the personal guard of their master.
WS - 4
BS - 3
S - 5
T - 4
W - 2
I - 4
A - 2
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.

Bodyguard: Cauldron-Born do not take up any unit slots, but nor may they be taken like normal units. Instead, you may take a single unit of Cauldron-Born as a Retinue for the army's Commander. If the Commander is a Necromagus then it cannot purchase a Wight Retinue, if the Commander is a Necromancer then the Necromancer must be deployed with the Cauldron-Born.
__________________
The Grand Necromagus of the LO Codex: Necromancers Design Team.

The Supreme Lance Leader of the Codex: Wasters Design Team.

Cruelty has a Human Heart
And Jealousy a Human Face
Terror, the Human Form Divine
And Secrecy, the Human Dress

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Wights
Generally speaking, the undead are considered to be mere mindless puppets of the Necromancers who raised them from the dead. But there always exceptions to the rule...
Wights are a relatively common form of the undead, often mistaken for zombies by the ignorant. However, a closer examination of a Wight reveals the subtle differences that distinguish them from their mindless kin. A Wight moves with grace and purpose, whilst a zombie shambles aimlessly towards its goal, and a Wight's eyes (or eye-sockets, depending on how badly decay has ravaged them) gleam with intelligence. Unlike most undead, Wights retain all of their original memories, personality and intelligence. They are even free-willed, in a way, though their masters can always usurp control of their bodies should they desire.

Creating such versatile undead takes considerable effort however, and to lessen the strain many Necromancers choose only those who fulfil certain criteria to become Wights. Firstly, a willingness to become undead, for whatever reason, is a considerable aid in their task. Secondly, a victim chosen whilst still clinging to life, or who is converted whilst still alive, is more likely to arise as a Wight. Outside of these factors though, the Wight creation process is one of the most adaptable in the Necromancers' arsenal, which has led to numerous variants of Wights.

Because they retain their intelligence and personality, Wights often serve the Necromancers as tactical forces on the battlefield, easily capable of adjusting to the quicksilver changes of circumstance that are such an integral part of combat. Their versatility is almost unmatched, and because they can be effortlessly resurrected should they fall they suffer none of the fears or insecurities that afflict most mortals.
Points Per model: 40
WS: 4
BS: 4
S: 5
T: 4
W: 2
I: 4
A: 2
LD: 10
SV: 3+

Number per squad: 3-8

Weapons: Power Weapon, Necromantic Rune (Screaming) and Bolt Pistol.

Options: Wights are each powerful undead heroes from around the galaxy, with some even retaining the weapons and equipment of their former selves. One model in a squad may be upgraded to a Great Champion for 20 points, gaining +1 WS, BS and A. Alternatively, select a single model in the unit to receive the benefit of one of these equipment options; each unit of Wights may have up to 2 of these specialists. However, a unit with a specialist cannot have a Great Champion. All of these upgrades give the selected model +1W. Also, only one Pyromancer is allowed per army.

Warlord: Replace weapons with a Thunder Hammer and bolt pistol. Also, the Wight Warlord gain +2 WS and +1 attack. A Thunder Hammer counts as a Power Fist, but any model wounded by it and not killed counts as being Initiative 1 in the next Assault Phase. Also, Vehicles struck automatically receive a Crew Shaken result in addition to whatever reult is rolled on the damage table. +60 pts

Medic: Replace weapons with syringe and needles. You may ignore the first unsaved wound the squad takes each turn. As the serums in the Medic's kit are poisonous to the living, any model that takes an unsaved wound from an attack by a Wight Medic dies automatically, regardless of remaining wounds. + 45pts

Pyromancer: Replace weapons with pyro-flamer and power weapon. Pyro-flamer- Rng: 18", S5 Ap 5 Special rules: Template. This weapons fires like an Inferno Cannon. The Wight Pyromancer also gains +2 BS. +55pts

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.

Upgrades: choose one of these options for the unit.
Shroud of Azure Flame: perhaps these Wights had psychic potential in life, perhaps their creator used a bit too much power when he resurrected them, irregardless of the truth, these Wights are constantly engulfed in tongues of blue Wytch-Fire, which do not emit heat but rather absorb it, sapping the strength from the limbs of mortals and breathing the chill of utter fear into their hearts. However, this flame corrodes all around them. The Wights gain a 5+ cover save and enemies have to pass a Leadership test to charge them. The Wights cannot use a transport. +15 points per model.

Jinx'd: for unknown reasons, these Wights broadcast a low-intensity psychic field that interferes with electronics in much the same way that an Untouchable interferes with psychic energy, which makes them the bane of vehicles and heavy weapons. Though it sounds powerful, and it is quite useful in battle, this psychic aura is indiscriminate in its effects, affecting the electronics of both the enemy and the Necromancers. All shooting within 12" (including the unit’s and that of other Necromancers units) other then Tyranid shooting is at -1 to hit as the Wight’s psychic aura messes up all guns and tech close to them, causing guns to misfire more often and causing havoc with automatic aimers and the like. Vehicles in base-to-base contact with this unit take D6 Glancing Hits during the Necromancers shooting phase as the aura damages the inner parts. This also affects Necromancers vehicles and their transport, if applicable. +10 points per model.

Vigour Mortis: for most of the time, these Wights seem to move with the same slow, uncoordinated gait as a common zombie, clumsily shambling and flailing at random targets, such as each other. All too often this lures enemy troopers close in anticipation of an easy victory, only for the Wights to suddenly display all of their normal grace and speed and more besides, metaphorically exploding into action in an inhuman assault that usually spells doom for the unprepared. The Wights count as having the Furious Assault special rule. +6 points per model.

Vermin Lord: these Wights have a psychic affinity with lifeforms commonly referred to as "creepy-crawlies", the much-loathed pests that seem to infest every world in countless numbers. This affinity allows the Wights to command their own legions of tiny warriors, who are often no less deadly then their undead masters. Each enemy unit within 6" of these Wights during the Necromancers’ Shooting Phase takes D6 S2 AP- hits. +3 points per model.

Death Riders: +15 points per model
These Wights are mounted on all manner of esoteric and arcane cavalry, from undead steeds to haunted motorcycles. Raiders and hit-and-runners in life, their passion for high speed now carries over into undeath. The Wights count as Cavalry and have a 6+ 'jink' save.


Execution-Kin:
These are perhaps the strangest of all the myriad types of Undead found amongst the legions of the Necromancers, for they appear to be the physical manifestation of various forms of execution and killing. From the burning embrace of fire to the kiss of the razor, all of them represent death in the most physical manner possible. As well as these various breeds encountered upon the battlefield, rumour has it that other, more esoteric versions exist which are only found upon the Necropolis-Worlds of the Necromancers; creatures forged from every form of torturous death humanity has inflicted upon its own kind. Entities whose existence gives physical form to starvation, hanging, electrocution, exsanguination, poison and a myriad of others. Whether these rumours are true or not, only the Necromancers know, but these potent and lethal creatures are prized for their power.
Executioner-Kin
35 points per model
Models per Unit: 3-9
WS: 4
BS: 3
S: 5
T: 5
W: 2
I: 4
A: 2
LD: 10
SV: 4+/5+
Options: One member of the unit may be upgraded to an Executioner Champion at +25 points, they gain one extra attack and wound and can purchase up to 50 points of wargear from the Armoury.

Special Rules:
Powerful Undead: These creatures are very powerful and the pride and joy of may Necromancers, as such they like to keep them close. A unit of Executioner-Kin may form a retinue for a Necromagus. Also, Execution-Kin are always considered to be able to draw LoS to the Commander.

Execution Method: the unit must purchase 1 method of execution from the list below, each of which has a different effect upon the unit. Only one method may be chosen per unit and the point's cost for the method is added to each model's cost.

Decapitation 30 points: Slayer-Kin is the name give to the rarest of all execution-kin, those associated with decapitation. The victim is "gifted" with a pair of scything blades in place of his hands, and is placed in an arena with several other combatants, forced to fight by the Necromancers and driven by hate gas injected into the arena. Driven by hate and pain, they slaughter each other in a bloody sport of survival. After the match, if any contestants are still alive, the Necromancer severs their head with a necromantic blade, which reanimates the dead under the control of the Necromancer. Because of this, the victim is not fully dead when reanimated, causing them to be trapped between life and death, always hating, always fighting. The Execution-Kin gain +1 Weaponskill, Strength and Attack, count as being armed with Power Weapons and gain the Skillful Sever Special Rule.

Skillful Sever: Decapitators are extremely graceful and agile creatures, armed with razor-sharp blades attached to (or in place of) their limbs. Combined with their twisted intellect, Decapitators are masters at dealing deadly blows that extinguish an enemy's life with a single fatal stroke; a whirling backhand that slices through the neck, a disembowelling backflip or the simple arboreal impale. Any To Wound roll of a 6 in Close Combat automatically kills the target regardless of the amount of wounds it has remaining. Only Invulnerable Saves may be made against this special attack. Monstrous Creatures and models with a base Toughness of at least 5 are immune to this rule.

Fire 20 points: Execution-Kin are created through depraved and sick necromantic rituals, ending in the climatic death of the victim. The Flaming Execution-Kin are no different. The victim is burned at the stake, after being thoroughly coated in oils. Three Necromancers then chant spells of preservation, keeping the victim alive while the flames burn at his flesh, eventually leaving a flaming mockery of the victim. As the victim walks the line between life and death, the Necromancer chant their spell of reanimation, creating something between life and death, always burning, always in agony... Burning-Kin gain the following special rules and count as being armed with Power Weapons:

Shroud of Flames- Burning-Kin are engulfed in searing flames that, whilst causing no damage to their undead flesh, sear and char anything that gets too near. Burning-Kin always count as having a 4+ Cover Save.

Burning Trail- wherever a Burning-Kin goes, it leaves behind a trail of raging flames and searing heat. This burns wood and similar combustibles to ash, melts through steel and reduces barriers to cinders scattering on the wind. Burning-Kin ignore Difficult Terrain.

Firing Squad 14 points: Almost every Execution-Kin is a direct creation of the Necromancers due to the timing required to create them. Barrages are no exception. When Necromancers conquer a planet, they often take the weak-minded and experiment on them. While some are being experimented on, others are being turned into monsters. Each and every day, the prisoner is tortured, and each night, they are placed in a cell with a laspistol with a single shot in it. Though all the prisoners shoot themselves eventually, those that do not die right away are resurrected while they walk the border between life and death, becoming depressed and miserable creatures that desire nothing more than for death to take them but are tied to life by the Necromancer's magics A unit of Barrages is armed with Close Combat Weapons and Barrage Artillery; it also has the Self-Destruct special rule and gains +1 BS.

Barrage Artillery: this is simple a loose classification for a staggering amount of guns that seem to grow from a Barrage’s undead flesh. Range 24”, Str 6, Ap 4, Assault 2.

Self-Destruct: when slain, a Barrage’s internal supply of ammunition is detonated all at once in a last-ditch attempt to destroy its enemies. When a Barrage is slain, place the small circular template so that it is centered on the slain model. All non-Barrage models under the template are affected automatically; all non-Barrage models partially under the template are affected on a 4+. Affected models take a S7 Ap3 hit.

Live Burial 17 points: Of all the Necromancer's creations, the Execution-Kin are the most depraved. However, there is one amongst these who is even worse: The incarnation of live burial. When a human is buried, they are driven insane through their desperate attempts to escape the chains that bind them and the cold dark earth that is their uncaring tomb. In the final moment of madness, just as the wretched human is walking across the barrier between life and death, the Necromancers place a rune of obedience on it's head. These creatures are true undead, though they retain the madness of their final days. The Necromancer's twisted experiments often result in these creatures being armed with long hooked chains and spade and drill like hands, in a twisted final irony for the Necromancers. Burrowers are armed with Barbed Chains and have the Earthmeld and Deep Strike Special Rules.

Barbed Chains: Burrowers use the cruelly barbed chains wrapped around their bodies to attack their foes, lashing out with them and cruelly ripping and tearing at the flesh. Barbed Chains have the Rending rule and a model armed with Barbed Chains can make its full attacks against a model 3” away.

Earthmeld: Burrowers have the unique ability to sink back into the soil from which they came and arise elsewhere. Burrowers move as though equipped with a Jump Pack, but count as normal infantry. If a unit of Burrowers Deep Strikes into an enemy unit, they count as Assaulting and are not destroyed.


0-1 Herald 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 through the usage of some unholy ritual 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.
Pts: 90
Ws: 5
Bs: 3
S: 5
T: 4
W: 3
A: 3
I: 5
Ld: 10
Sv: 4+/ 5+

Rules:
Ambush: Can Deep Strike but Must Deep Strike into terrain, cannot scatter out of the terrain, may charge the turn it appears.
Dodge: 5+ inv save
Works Alone: Is immune to By Your Will and always counts as having LoS to the commander. Does not count as a survivor for Meat Grinder, cannot hold table quarters or an objective.

Specialist: Pick one of the options below-
Berzerker: A becomes 6, +2 attacks on charge instead of +1, furious charge, 2x power weapons. +40pts
Tank Hunter: Melta bombs, melta gun, tank hunter. + 30 pts
Assasin: Skillful sever (see Execution-Kin; Decapitation), may pick which enemy models take the wounds in cc, Decapitator (see Harvesters). + 50pts
The Freak: May select any amount of stat modifiers and weapons from below.

Please note stat modifyers go like this X1/2/3/4/5 (+ 1/2/3/4/5 pts)
Toughness 5/6/7/8/9/10 (+15/30/60/120/240/480 pts)

Strength 6/7/8/9/10 (+ 6/12/24/48/96 pts)

Initiative 6/7/8/9/10 (+ 8/16/32/64/128 pts)

Attacks 4/5/6/7/8/9/10 (+ 10/20/40/80/160/320/740 pts)

Weapon skill: 6/7/8/9/10 (+ 4/8/16/32/64 pts)

Ballistic skill: 4/5/6/7/8/9/10 (+ 6/12/24/48/96/192/384 pts)

Wounds 4/5/6/7/8/9/10 (+ 15/30/60/120/240/480/960 pts)

Weapons: Decapitator (+ 35 pts)
Power weapon (+ 20 pts)
CCW (+ 2 pts)
Heavy assault weapon (Rng 24" S 7 Ap 3 Assault 2) (+ 20 pts)


Harvester
On many feral worlds, human farmers create figures out of spare junk to frighten away vermin. The Necromancers have taken this idea and perverted it to their own ends. Harvesters are an oddity amongst the tide of rotting flesh and mouldering bone that compose the Necromancers’ legions, for they seem to have been constructed from garbage: wood, cast-off metal, chunks of plastic, even fragments of bone, wrapped in cloth and assembled in a crude vestige of a human form. The exact form varies between Necromancers, and it is not unknown for a single Necromancer to have differing forms of Harvester amongst his units. Regardless of their form, all Harvesters share two features: all bear lethal, razor-sharp blades with which to hack, slash, maim and sever, and all carry satchels, bags or other containers stuffed with the gruesome harvest these monstrosities collect: organs, heads and other body parts, ready to be delivered to the Harvester’s master for whatever twisted use he has for them. Harvesters are created for the sole purpose of butchering any living thing they encounter, and they pursue this task with great dedication. Given their obviously non-flesh nature, many wonder how such abominations could find place amongst the ranks of the Necromancers, the masters of the dead. The truth is simple: at the core of each Harvester sits a jewel, a multi-faceted black diamond, within which resides a malevolent, alien entity that screams with an eternal thirst for living souls. This entity is the heart, mind and soul of the Harvester, it is this being that drives the Harvester to slay all it encounters at the behest of its master. What these entities are, nobody knows, but they are not Daemons- Daemons rage and howl at their imprisonment, whilst these entities willingly surrender their freedom for the opportunity for mayhem presented by entrapment. On many Necromancer worlds, Harvesters tend gruesome crops: fields of scattered, half-buried corpses and blackened crops, where scarecrows crafted from living corpses stuffed with straw and cloth hang from gibbet-posts (many of these may well be Harvesters themselves). Others tend orchids where the trees are decked with organs and body parts, regarding these macabre decorations with great pride. Though not truly intelligent, Harvesters possess an innate cunning and hunter’s instinct, coupled with a sadistic enjoyment of the fear they can inspire. In battle, they stalk across the field, flailing and slashing at their foes with blades and claws, squabbling amongst themselves over the best pieces afterwards as they stoop to collect their harvest.
Number Per Unit: 5-15
Harvester
Points: 25
Ws: 5
Bs: -
S: 4
T: 4
A: 2
W: 1
Ld: 9
I: 5
Sv: 4+

Fiend
Ws: 5
Bs: -
S: 5
T: 4
A: 3
W: 2
Ld: 10
I: 5
Sv: 4+
Weapons: Claws( rending)

Unit Size: 5-15

Options: Up to 3 Harvesters may be armed with Decapitators (large claws; -1 attack, -1 initiative, double strength, ignores armor saves) at +20pts. One maybe upgraded to a Fiend for +30 pts. Fiends may be armed with Decapitators for +30 pts.

Rules:
Move through Cover

Fearsome Presence: Enemies in close combat with Harvesters must take a morale check at the start of each round or only hit on 6s for that round.

Killing Blow: Harvesters normally attack by flailing wildly in all directions, succumbing to the sheer joy of causing panic and random bloodshed. But occasionally their masters need a particular specimen in better shape, or they encounter a creature which may well prove their match unless they destroy it with a single blow. In such cases, they are capable of focusing their talents into a single, almost surgical, strike- one that usually results in their opponent being decapitated, disembowelled or severed neatly in two! A Harvester can surrender all of its normal attacks for that round to make a single special attack, which wounds on a 4+ regardless of toughness. This attack automatically slays a creature wounded by it, regardless of how many wounds it has remaining. This special attack does not benefit from any special weapon rules and does not affect monsterous creatures.
__________________
The Grand Necromagus of the LO Codex: Necromancers Design Team.

The Supreme Lance Leader of the Codex: Wasters Design Team.

Cruelty has a Human Heart
And Jealousy a Human Face
Terror, the Human Form Divine
And Secrecy, the Human Dress

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Old September 10th, 2005, 00:37   #5 (permalink)
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Troops
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: 6+

Equipment: an assortment of weapons ranging from crude to advanced, including blackpowder pistols, chainsaws, rocks, plasma cannons and bare teeth/claws. Count as Firearms (range 24" S4 ap6 rapidfire gets hot) 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 +2 points per model. Some undead have better wits then most, some even being able to use the same weapons they had in life. You may equip up to 3 Deadites with one special weapon from the following list: Anti-Armour Gun (Range 36" St.7 Ap.2 Heavy 1 Blast) at 20 points, Anti-Infantry Gun (Range 36" St.5 Ap.5 Heavy 3) at 15 points, Anti-Vehicle Gun (Range 48" St.9 Ap.2 Heavy 1) at 20 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 Victory Points for the unit is unaffected.

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".


Necro-Cultists
Whilst most Necromancers prefer the company of the undead, there are some things only the living can do. On some conquered planets, Necromancers are revered as immortal god-kings, and the living worship and obey 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: 6
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 weapon 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, Automatically inflicts a Glancing Hit against vehicles
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.


Ghosts
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.
Points Per Model: 25
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
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).

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 Large Blast Template over each Ghost model; any enemy unit under this template will be hit automatically. Partially hit models are affected on a 4+.

Options: Upgrade the Ghosts to Wraiths for +1 point per model, to Pyre Elementals for +4 points per model or to Mourning Mists for +2 points per model.
Wraiths: these Ghosts are malevolent spirits who burn with eternal hunger for the very life-force of the living, their immaterial touch withers the soul of their victims. The Ghosts wound any target, regardless of Toughness, on a 6+.

Pyre Elementals: for reasons unknown by even the Necromancers, Ghosts often have physical manifestation that reflect back to the manner of their death- in some cases this even alters their powers. Pyre Elementals are born from the souls of those who were condemned to death in the merciless embrace of fire. Now vengeful spirits of ethereal flame, Pyre Elementals seek only to spread burning death and desolation to all they encounter, craving the scent of burning flesh like a drug. The Ghosts gain +1 Strength and Attack.

Mourning Mist: these are not truly spirits of the dead, but the psychic 'essence' of particularly ignoble battles, places where cowardice or treachery of an extreme nature caused defeat or massive fatalities. In appearance, they resemble great clouds of mist with a deep-red core, the colour lightening on its outskirts to sickly pinks and leprous whites. Puffs of sooty black and streaks of silver move through it at random, and any who get close enough will see the shadows of faces screaming in agony moving through its mass. Worse than its appearance is the sound it makes; a nightmarish cacophony formed from the sounds of war. Those who approach it find their minds filled with the memories of the battle which spawned the Mourning Mist, driving them insane with terror and desperate bloodlust. Any Living unit within 6" of a Mourning Mist suffers -2 Ld but gains +1 S and A.
__________________
The Grand Necromagus of the LO Codex: Necromancers Design Team.

The Supreme Lance Leader of the Codex: Wasters Design Team.

Cruelty has a Human Heart
And Jealousy a Human Face
Terror, the Human Form Divine
And Secrecy, the Human Dress

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Old September 10th, 2005, 00:38   #6 (permalink)
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Fast Attack
Ghouls
These creatures used to be men, until their worlds were taken by the Necromancers, they were taken prisoner and studied by the Necromancers in order to better control their minds. Tests were also carried out on these poor creatures, injected with toxins and chemicals to enhance their abilities. Under these conditions many develop diseases and almost all are driven to insanity. When the Necromancers have no further uses for them they are simply cast out into the wilds and left to fend for themselves. These twisted individuals form groups, often living underground. Until the Necromancers draw the lines of battle once more. Then the Ghouls scuttle out of their hiding places and rush to fight over the fresh meat...
Points per Model: 12
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, Scouts, Alive!


Carrion Swarm
The shambling zombie. The wailing ghost. The flesh-eating ghoul. The rattling skeleton. These are the archetypes of the Necromancer’s legions; the images most mentally conjure when the word is mentioned. But there are other members of the armies of the dead, for the Necromancers do not limit their reanimatory experiments to humanoids alone. Many if not all Necromancers begin their careers animating the simplest of corpses; vermin such as insects and spiders, then progressing to larger pests such as rats. Reanimating animals is often easier than human resurrection, and as such most Necromancers have skeletal or zombie creatures running around. Then there are the other things, the horrific things who never lived and never should have done so, the vile result of the Necromancers’ obscene experiments into moulding flesh and creating life. Many Necromancers are possessed by a macabre interest in exploring not only the limits of their power, but the very limit of life itself. From their diseased experiments comes nightmarish tainted fruit; loathsome abominations as twisted and disgusting as any chaos-spawned monster. When the Necromancer goes to war, these ‘petty’ experiments band together in great packs to follow along. Most seek only to sate an insatiable lust for warm flesh and blood, whilst some desire to exact a retribution for their eternal pain, turning their wrath and malevolence upon the innocent. Severed hands crawl and creep along the ground like malformed spiders. Flayed dogs and rotting wolves howl their hunger to the alien sky. Decapitated heads gibber and wail as they scuttle along the ground on eight spider legs. Nightmarish living kites of reanimated flayed skin glide through the air, dropping to feast on their victims alongside rotting carrion birds and skeletal bats. Vile living cysts, tumours and cankers endowed with a mockery of life, squirm through the mud, desiring only to infect and destroy.
Points Per 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: fangs, claws, stingers, pseudopods, barbed tentacles, the sky’s the limit

Special Rules: Scout,
Noxious Attacks: all of the Necromancer’s foul creations possess different armament, many of which are made more dangerous by venom glands or the ability to drink blood. Even the most ‘healthy’ looking Carrion can leave wounds festering with disease. A Carrion Swarm’s attacks automatically wound any target, regardless of Toughness, on a 6+.

Insignificant Life: Carrion require such small amounts of psychic energy to animate that even the relatively powerless Necrophagi can create them, and they are more than capable of storing sufficient power to animate themselves. Carrion Swarms are Undead, but do not suffer from By Your Will..., nor do they always count in being in Difficult Terrain if they cannot draw LoS to the Commander.

Options:
Darken The Skies: +5 points, the Swarm consists mainly of undead flying things; gargoyles, skin kites, bats and more that hunt their prey on the wing. The Swarm moves as though equipped with a jetpack.

The Loping Dead: +5 points, the Swarm’s members are much swifter than normal, capable of overtaking their prey and killing it ‘on the fly’ as it were. The Swarm gains the Beasts special rule.

Ferocious Beasts: +10 points, the Swarm’s members are particularly cruel and savage, endowed with formidable natural weaponry. The Swarm gains +1 Strength and +1 Attack.

Engulf: +10 points, the Swarm is particularly numerous, capable of drowning its victims under a mass of bodies. The Swarm gains +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: Cavalry
__________________
The Grand Necromagus of the LO Codex: Necromancers Design Team.

The Supreme Lance Leader of the Codex: Wasters Design Team.

Cruelty has a Human Heart
And Jealousy a Human Face
Terror, the Human Form Divine
And Secrecy, the Human Dress

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Old September 10th, 2005, 00:39   #7 (permalink)
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Heavy Support
Psychic Constructs
Within the legions of rotting flesh and mouldering bone that compose the forces of the Necromancers stands an abomination that embodies a different kind of decay; a decay of the mind, of the transformation from sanity into unsanity, the degradation that is all the more horrific because of the way it seems to benefit the twisted beast of steel and spirit. This is the entity known as a Psychic Construct, the mind and soul of a crazed psyker entombed forever within a shell of machinery. These dire machines take all manner of forms and designs; the crudest will resemble the torture-implements the Adeptus Sororitas refer to as "Penitent Engines", whilst the more advanced resemble Dreadnoughts and the most advanced of all hearken to the Wraithguardians and Wraithlords of the Eldar; creatures of pure machinery, whose sole harkening to life is the talismanic soul-receptacle of crystal and circuits hidden within their frames. Their appearance ranges from the macabrely beautiful to the hideously grotesque. One may stride to battle upon two legs; a second may scuttle forward like some obscene mechanical insect while a third may glide silently on psychic wings. All however are adorned with a myriad of minor physical weapon, which they use with explicit delight to make their victims bleed and burn and spasm and writhe and die…
Their backgrounds are as legion as their design, but all can ultimately be grouped into one of three categories.

The Psychic Constructs called the Fallen are the remnants of Necromancers who were unable (or unwilling) to halt the decay and corruption that ran rampant in their dead flesh. As inch by inch they dissolved into nothing but sludge, they chose instead to replace their decaying meat with cold, flawless metal. These Psychic Constructs are usually the most meticulous about taking care of their appearance, though some favour instead to develop patinas and rust, their ability to function unimpaired despite this quasi-corrosion a silent gesture of defiance in the face of the laws of time and nature. Most will bear considerable ornamentation or will construct parts of their frame from particularly colourful metals, such as gold, silver and bronze, and will be accompanied by mindless undead slaves whose sole purpose is to maintain and polish their hulls.

The Lost Ones are amongst the rarest and most precious of Psychic Constructs, for like the Fallen they are self-made. However, the Lost Ones are psyker-survivors from the Dark Age of Technology itself! Though many share their souls with one or more daemonic partners, and all will have lost considerable amounts of sanity in their untold millennia of existence, they are greatly valued, almost worshipped, amongst the Necromancers, who crave their knowledge and power like a drug and who often share their exact mental problems.

Finally come the Damned Minds, the most common and unfortunate of them all. These are the minds and souls of psykers who were unfortunate enough to oppose a Necromancer and fall into his hands alive. Wrenched screaming from their original body, shackled into a hated mockery of a form by powerful and blasphemous runes and reduced to little more than the hapless slaves of the one who killed them, is it any wonder that so many of them lose their minds? This degradation is not aided by the fact that many psykers who suffer such a fate are not as powerful as their master desires, and thus find themselves constantly having new minds thrust into their body. The strongest and most ruthless will attack these newly displaced souls whilst they are still weak and disorientated, consuming their power and destroying them utterly. Those Damned Minds that do not follow this pattern are driven even more insane as multiple desperate minds fight for dominance and the chance to escape, a downward spiral of torture that ensure that eventually all of the captive minds will shatter from insanity and then be remoulded into a single, ever-thirsting new mind, forged from madness and a dark, dark hunger.

Psychic Construct - 80 points
Front Armour: 12
Side Armour: 12
Back Armour: 10
WS: 3
BS: 4
S: 8
A: 2

Weapons: A Psychic Construct is armed with Psychic Amplifiers, a Psychic Lash and Implements of Destruction.

Psychic Amplifiers: These Psychic Amplifiers allow the soul within the Psychic Construct to use its psychic powers to great effect, destroying it's foes in blasts of psychic energy or lashing out and tearing it's victims apart. These Amplifiers also allow the Soul within to hold the machine together, making up for the Necromancers shoddy design work. The Psychic Amplifiers allow the Psychic Construct to use its powers without taking a psychic test.

Psychic Lash: The soul conjures a lash of pure warp energy which rips through infantry and vehicles like a knife through air. This power can only be used in close combat and makes the Psychic Construct ignore Armour Saves.

Psychic Weapons: Note that while both Psychic Amplifiers and Psychic Lash are counted as weapons they cannot be destroyed as a result of a Weapon Destroyed result.

Implements of Destruction: as well as the Psychic Amplifiers which project blasts of raw warp-energy to destroy their foes, Psychic Constructs are rarely devoid of more physical armaments, which- though they lack the awesome might of the Construct's mind- are still viable tools in combat. Psychic Constructs can Tank Shock, but any model forced to move by a Tank Shocking Psychic Construct loses a wound on a 4+. Also, a Psychic Construct gains +D6 Strength 4 attacks in each round of close combat (not included in the above profile)- note that these bonus attacks are not made with the Psychic Lash so the Psychic Construct does not ignore Armour Saves with these attacks. If the Psychic Construct suffers a "Weapon Destroyed" result it loses its Implements of Death.

Options: The Psychic Construct may purchase up to one of the options below.
Fallen- 30pts: This Psychic Construct is home to an ancient and powerful Necromancer. Instead of purchasing Psychic Weapons from the Psychic Construct entry, you must purchase 1 to 2 Necromancer Psychic Powers. This unit counts as both an HQ and a Heavy Support selection and may be chosen as the army's Commander.

Lost One- 50pts: A Lost One is an ancient, daemon-possessed Psychic Construct from the Dark Age of Technology and they are often quite insane. Lost Ones are Strength 9, have 4 attacks, their Implements of Death are Strength 6 and they ignore all Crew Stunned and Crew Shaken results. However, at the start of every turn roll 1d6. On a 1, the daemon possessing the Psychic Construct goes insane with rage and moves 2d6 towards the closest unit or vehicle, including your own. If the Psychic Construct comes into contact with the unit, it counts as charging. Treat it as an enemy to whatever unit it charged. It goes back under your control after the assault phase is finished and may not move or shoot the turn this happens.

Psychic Weapons: A Psychic Construct may also purchase up to one of the following powers at the points cost listed. These are Psychic Weapons and thus unaffected by the Weapon Destroyed result.

Puppet Master: + 25 points, This power may only be used in the Shooting Phase. Target one living unit within 18", each model in the unit makes one attack against the unit itself. This power does not affect single-model units (such as Carnifexs). The player who controls the unit targeted by this power may choose which type of attack the unit uses if the units possesses multiple types (such as Space Marine Terminators armed with Power Fists).

Warp Bolt: + 40 points, This power may only be used in the Shooting Phase. The Psychic Construct may fire with the following profile; S8 AP2 Heavy 1 Range 36".

Soul Lightning: + 35 points, This power may only be used in the Shooting Phase, The Psychic Construct may fire with the following profile; S5 AP4 Assault D6 Range 24".

Bio-Kinetic Overload: +20 points, target a Living unit within 6" during the Shooting Phase and roll a D6 for each model in it; each result of a 6+ causes the unit to take one automatic casualty which cannot be saved by any means.



Corpse Wagon
For the most part, when the legions of the Necromancers go forth, they are forced to walk. Some Necromancers, however, detest this state of affairs and attempt to remedy it. The Corpse Wagon is the result; a ramshackle assembly of miscellaneous vehicle parts and mechanical junk that the Necromancers take perverse pride in. Prone to falling apart, Necromancers will simply gather up the pieces and re-use them, and components in some Corpse Wagons may well be even older than the Necromancer who created it. Serving for the most part as a transport, some Necromancers add deadly weapons to it and transform the Corpse Wagon into a crude tank. Their forms and sizes are legion, dependant only upon the amount of garbage available, the original chassis it was constructed from and the whims of its creator- some Corpse Wagons are so large they resemble mobile fortresses! These massive constructs trundle across the battlefield, gathering up the corpses for later use.
2 Corpse Wagons may be selected as a single Heavy Support Choice
Cost: 60+ points
Front Armour: 11
Side Armour: 10
Rear Armour: 10
Bs: 3
Type: Transport/Tank, Open Topped
Transport: can carry 20 wounds worth of Living models or 30 wounds worth of Undead/Unalive models
Options:
Reinforced Superstructure: +30 points
Soul-Fire Cannon: +50 points
Corpsepult: +20 points
Increased Capacity: +15 points

Special Rules: Weapons Platform, Reduced Capacity, Grinding Blades, Ramshackle

Reinforced Superstructure: the Corpse Wagon has had extra armour plates, bars and other bits and pieces welded, nailed and bashed into place to provide extra protection and to help hold it together. The Corpse Wagon increases its Armour by 2 points in all locations and is no longer open topped, however it now adds +1 to the result of its Ramshackle roll.

Soul-Fire Cannon: The Soul-Fire Cannon is an elaborately ornamented baroque cannon, designed to draw upon the souls of the dead and fashion them into bolts of wailing energy, which it then fires at its foes. Range 36”, Str 9, Ap 3, Heavy 1, Small Blast Template.

Corpsepult: Cruder than the Soul-Fire Cannon, the Corpsepult simply fires plague-wracked rotten corpses at the foe, the diseases and the fear it causes makes up for the less-than-admirable damage it causes (well, almost…). Range Guess, Str 4, Ap 5, Ordinance Barrage, Scatters 2D6”, causes a Morale test.

Increased Capacity: a Corpse Wagon with this upgrade has been enlarged considerably, this upgrade can be selected multiple times and each time it is selected it increases the maximum amount of models it can carry by +5 wounds.

Weapons Platform: as long as the Corpse Wagon is open topped, the unit it is transporting may fire freely from it during the Shooting phrase.

Reduced Capacity: though the Undead can be crammed quite easily into any storage chamber, it is impossible to put even them in a place already occupied. The ramshackle nature of the Corpse Wagon means that space for its weapons must be deducted from its transport space. Each of the two weapons available to a Corpse Wagon reduces its transportation capacity by –10 wounds.

Grinding Blades: a Corpse Wagon has a number of sharp pointy bits and crude mechanical limbs that serve to pull victims into its makeshift “maw”; a mass of crushers, grinders and slicers set in a chamber in the front of the Wagon. A Corpse Wagon can Tank Shock and each enemy forced to move by a Tank Shocking Corpse Wagon takes a wound on a 4+ (normal Armour Saves allowed).

Ramshackle: being rather shoddily constructed (to put it politely), Corpse Wagons are prone to falling apart in times of great stress- such as in the middle of combat. This is a feature which the Necromancers have learned to live with. Roll a D6 at the start of each Necromancer turn if the Corpse Wagon moved during the previous turn, on a 1 roll again on the table below. This rule does not apply if the Corpse Wagon is transporting either a Necromancer or a Necromagus.
1: Expired Warranty: wouldn’t ya know it? This always seems to happen the day after the warranty runs out. The Corpse Wagon just can’t take the stress and falls apart, collapsing into a pile of junk. Fortunately, the riders are unhurt, but they’ll have to hoof it for now. The Corpse Wagon is destroyed; award your opponent the Victory Points for it. However, place the unit being transported on the spot where the Corpse Wagon was, it is unaffected and may continue to fight normally.
2: Caught in the Works: whilst jostling around inside of the Corpse Wagon, one or more of the transportees slips and has a nasty accident (falls over the side and gets run over, steps into the Corpsepult and is fired by mistake ect). The unit being transported loses 1D3 wounds; if no unit is being transported treat this as Jammed.
3-4: Jammed: something seizes up in the Corpse Wagon and the crew has to repair it (with much swearing about cheap parts). The Corpse Wagon cannot move this turn.
5: Don’t Press Th-AT: someone touches something they shouldn’t have, or a bit slips from its position and starts a chain reaction, either the way the Corpse Wagon suddenly surges forward 2D6”.
6: Kaboom: something goes terribly wrong and the Corpse Wagon is consumed in a massive fireball! The Corpse Wagon is destroyed and the unit it is transporting is slain; award Victory Points to your opponent for them.


Undead Beast
Many weaker Necromancers see an undead monstrous creature as a short route to power. For those that can focus the amazing amount of power it requires to resurrect one, it is. However, if they aren't strong enough, they can be killed or, even worse, "burned out"; suffering a backlash of psychic energy which quite literally burns out the section of their brain that gives them their psychic powers- a fate worse than death could ever be for the Necromancers. Any Necromancer willing to take the gamble is either a Necromancer desperate to advance through the hierarchy of the Necromancers, or an incredibly old and wise master of necromancy. Either way, success in this most dangerous of gambles is sure to earn great prestige for the Necromancer responsible.

The ritual involved in the reanimation a monster of such size is actually quite straightforward, though very dangerous. The Necromancer must inscribe numerous potent runes of necromancy upon the beast's carcass, each one of which channels immense amounts of pure psychic energy from the Warp directly into the beast's body. It is this massive amount of pure psychic energy that grants the Undead Beast such a potent mimicry of life, and what makes it so lethal in combat.
Undead Beast
90 pts
Ws: 3
Bs: 3
S: 6
T: 7
W: 4
I: 2
A: 4
Ld: 10
Sv: 3+

Weapons: Claws, fangs, whatever the beast has.

Options:

Special Attacks: You may select any amount of special attacks.

Tear Apart- 20pts: Instead of attacking as normal, the undead beast may make only one attack at S10 dealing d3 wounds, hitting Monstrous Creatures on a 3+ and hitting non-MC non-vehicle units on a 5+. Against vehicles, this attack hits as normal and if it hits it counts as dealing d3 hits at s10.

Berserker- 20pts: Instead of having 4 attacks, the undead beast has d6 attacks.

Reckless Charge- 30 pts: May only be used when charging. The Undead Beast gets +1 S, +2 attacks, and strikes at initiative 4, but enemies hit on a 3+.

Weapon Beast- free: The Undead Beast has some sort of weapon grafted to it. This allows the Undead Beast to shoot with the following profile:
Rng: 24” S9 Ap3 Assault 2
However, the grafted weapons take up a lot of room and energy and are often quite bulky, so the Undead Beast loses 2 attacks, is reduced to initiative 1, and may not take any other special attacks.

Enhancements: You may pick any amount of enhancements.

Massive- 40pts: The base creature was huge, such as a Squiggoth or a Carnifex. As such, it has a 2+ Armour Save and gains +1 wound.

Winged- 30 pts: The undead beast has wings (go figure…) and may move as jump pack infantry in its movement phase. However, roll 1d6 every time it moves more than 6”. If you roll a 1, the undead beast takes a wound, no saves allowed.

Regenerate- +30pts: The runes of power on the Undead Beast are capable of mending any damage dealt to it. The Undead Beast regains one wound at the start of every necromancer turn.

Mount of the Necromagus- +30pts: The Undead Beast is ridden by the Necromagus that created the army. The Undead Beast must select 1 or 2 Necromancer psychic powers and becomes the Commander for the army. You may not take a Necromagus and the rider must be shown on the model. The Undead Beast takes up an HQ slot in addition to a Heavy Support slot.

Special rules: Monstrous Creature

Runes of Power: The Undead Beast is one of the master necromancer’s greatest creations, some necromancers preferring them over Heralds of Death. As such, they are covered with powerful runes keeping it alive no matter what happens.
Undead Beasts always count as having LOS to the Commander and are not subject to By your Will. Also, power from the runes bleed off of the Undead Beast, so all undead within 12” gain +1Ld up to a maximum of 10. Necromancers include this leadership bonus when performing psychic tests. Also, because of the power needed to create these beasts, they cannot be used in Mordecai Chesspiece or Feral Horde armies.

Rampaging Beast: The Undead Beast can use its different “enhancements” in different ways in combat. As such, if you pick one or more different special attacks, you may choose to have the Undead Beast use one of those special attacks or attack as normal. The type of attack the Undead Beast will use is chosen at the start of every combat. The Weapon Beast special attack is an exception as it cannot be used in close combat, so the Undead Beast will always attack as normal with this upgrade.
__________________
The Grand Necromagus of the LO Codex: Necromancers Design Team.

The Supreme Lance Leader of the Codex: Wasters Design Team.

Cruelty has a Human Heart
And Jealousy a Human Face
Terror, the Human Form Divine
And Secrecy, the Human Dress

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Old September 10th, 2005, 00:40   #8 (permalink)
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Special Characters:
Tirona Bloodspiller
Tirona was a veteran sister superior of the Order of the Ebon Rose. They had come under a sudden and extremely violent attack by the forces of Khorne. All seemed lost as the sisters were slowly but surely forced back, their casualties mounting, and though they made the followers of the Blood God pay dearly for every inch, there seemed to be no end to the stream of Daemons, Possessed Marines and Cultists which streamed towards the shrine. Leading them all was a champion possessing a long curved blade which pulsated a sickly black. He slew sister after sister, the sword draining their blood and their very life essence from them as they fell to the ground. And as each of her fellow sisters was slain Tirona's anger and lust for vengeance grew until finally, she was the very last sister of her order. Yet still she fought, bolt pistol blazing, her chainsword biting into anything that came too close. And just as she was about to be overrun everything stopped. The Cultists and Chaos Marines stepped back and slowly the Chaos Champion strode towards her. Righteous fury overcame her and with nothing in her mind but revenge for her sisters she charged at him. She fought amazingly well but was no match for a Champion of Chaos and soon found herself impaled on the end of that cursed blade, her life and blood leeching away. However, just before all her life essence was gone she began to pull.... The life force of her fellow sisters filled her no longer living body and a second later she had sucked the champion dry. His sword was no longer lodged in her chest but was in her hand, her expression of fear and anger replaced by a fearsome mask of vengeance and bloodlust as the souls of her fellow sisters screamed for revenge and the power of the Blood God flowed through her.

When the Imperial Guard reinforcements arrived they found a world littered in corpses, each and every one sucked dry. And one by one the corpses from both sides picked themselves off the ground and walked towards the new arrivals. Only a small fraction of those men would escape to tell their tale. Afterwards several worlds were attacked by an unknown enemy, entire populations vanished as an insatiable hunger consumed them and converted them to its will. Eventually moving out toward the edge of the galaxy to be forgotten.
Pts: 200
WS: 5
BS: 4
S: 4
T: 4
W: 3
I: 5
A: 4
Ld: 9
Sv: 3+/5+*

Special Character: Tirona is a special character. She may be used in a Feral Horde army of 1,500 points or more as an HQ choice

Weapons: Bolt-pistol, "Soul Pillage" (Soul Pillage is a Fellblade with Maiming and Life-Stealing runes)

Wargear: Grisly, Accursed Runes (Tirona's body is now covered in unholy runes which gives the same effect as Bone Armor, except it cannot be destroyed).

Psychic Powers: Soul Drinker and Betrayal in Death

Special rules:
Dangerous to Know: Tirona cannot join any other unit, or ride in a transport.
Fleet of foot
Avatar of The Hunger: not only is Tirona subject to "The Hunger" any undead unit within 12" of Tirona is also subject to "The Hunger".


The Unnamed
The Unnamed is an eccentric, old necromancer, despite his young, normal appearance. He appreciates beauty when he sees it, and enjoys making the beauty something for himself only. He has conquored worlds just for something as simple as a painting, and toppled governments just to have the body of a single woman. Unlike most necromancers, he goes through great lengths to give his undead greater intelligence and make them less dependant on himself, often thinking of them as his children. His favorite "child", though, would be Allisia, a herald created from the most beautiful woman he ever saw. He is one of the most powerful necromancers in the galaxy, but most necromancers ignore him to deal with others as the Unnamed doesn't care much for the normal intrigue of a necromancer's life and is too powerful for most to consider fighting.
Pts:215
Bs: 6 ( no difference between 5 and 6, but the magus has 6, so...)
Ws: 5
S: 4
T: 4
A: 3
W: 3
I: 4
Ld: 10
Save: 2+/4+*

Psy Powers: Ghost in the Shell, Resurrection, Eternal Dominion

Wargear: Book of Necromancy, The Release

Special Rules:
Commander: Must always be the commander.

Independant Character

Retinue: May select a retinue as per a necromagus.

You do not share my vision! Begone!: An army led by the Unnamed cannot include any other Necromancers, Necromagi or Special Characters apart from Allisia. Nor may it include Psychic Constructs with the Fallen upgrade or Undead Beasts with the Mount of the Necromagus upgrade.

My Vision: The Unnamed wants his children to serve in undeath as they would in life, and tries to create them with an independance that no creation from another necromancer can ever match. All undead always count as having LOS to the commander, and benefit from +1 ld up to a maximum of 10.

The Release: A staff of immense power. It gives all powers +6" range, a 2+ armor save, and 4+ inv save.

Eternal Dominion: Cast with -1 Ld. Targets a non-Daemon unit within 18" and in LOS. That unit is pinned. If it is a vehicle that is targetted, the vehicle counts as having a crew stunned result, which cannot be downgraded through any means. Does not affect vehicles with Daemonic Possession. This power does affect models that are Fearless, but cannot affect Tyranids that are within Tyranid Synapse Range.

For her sake, I shall not fail!: Allisia is the Unnamed's favorite creation, whom he would give his life to save if he had one to give, and he will avenge her death no matter what the cost. If Allisia is in the army and was killed, every unit in the army gains the perferred enemy skill. Also, the enemy gains an extra 200 Vp unless the unit that killed Allisia is destroyed. If the unit is destroyed, then the necro player gains an extra 100 VP.


Allisia, The Herald of the Unnamed
Allisia is the greatest creation of the Unnamed, one of the most feared Necromagi of all time. In life, she was a beautiful female inquisitor, and in death she is as devout to her new master as she was to the God-Emporer. She is the most intelligent of the Unnamed's creation, and fully capable of leading his armies against his enemies. She looks perfectly human and can easily gain access anywhere in the Imperium thanks to the station of Inquitor and skills she held in life, and also the fact she would appear as a living human to any without the proper equipment.
Pts: 196
Ws: 5
Bs: 3
S: 5 (1
T: 5
I: 6
W: 3
A: 4
Ld: 10
Sv: 4+/ 4+*

She counts as an HQ choice. She must be the commander unless the Unnamed is in the army, whereas she defers to her master.

Weapons: 2 Decapitators (giving plus one attack, not included on the profile)

Special Rules:

You do not share my master's vision! Begone!: May not take Necromancers or Necromagi in an army with Allisia. May not take special characters other than the Unnamed. Nor may the army include Psychic Constructs with the Fallen upgrade or Undead Beasts with the Mount of the Necromagus upgrade.

My Master's Vision: All undead always count as having LOS to the commander, and benefit from +1 Ld up to a maximum of 10.

Herald of Death: She counts as the Herald of Death choice for the army in addition to being a HQ choice.

I Work Alone: Cannot join units, does not count as a survivor for Meat Grinder, cannot hold table quarters or an objective.

Fleet of Foot

Ambush: Must DS into terrain, may charge the turn she appears.

Dodge: 4+ inv save in addition to her 4+ normal save.

Regeneration: At the start of each of your turns, roll a d6. On a 4+, she regains a previously lost wound.

Skillful Sever: Any To Wound roll of a 6 in Close Combat automatically kills the target regardless of the amount of wounds it has remaining. Only Invulnerable Saves may be made against this special attack. Monstrous Creatures and models with a base Toughness of at least 5 are immune to this rule.

Assassin: May choose the casulties from her attacks in close combat.


Sh’yl Necourn
Before her betrayal, and joining of the Necromancers, she was once a Harlequin Shadowseer, Tlahne Mal'inna. With family roots deep into the darkest cabals of the Dark Kin, the Harlequins were wary of her. She grew to be a vicious warrior, and soon began to manifest extraordinary psychic abilities, far beyond the reach of a normal Shadowseer. She was given a force of considerable size, and the legendary Harlequin artefact, the Harp of Unrest. She led her army to many victories, and was greatly respected by even the mightiest of Great Harlequins. The Harlequin cult she belonged to grew worried, however, as the necromantic qualities of the Harp gave her a certain fascination with the blasphemous Necromantic ways. She began to delve deeper and deeper into the Forbidden Magics, and became more and more feared by her warriors and her allies. Her cult began to send her on pointless missions, hoping to keep her away from the chaos forces that were constantly the target of Harlequin raids. Then, one day, they sent her to the worst possible place. A dead world not far from Necromunda, she was simply to investigate a ripple in the warp that had occurred near there. What she found was a Necromancer army, working their dark magics on the few primitive life forms that lived there. Her small force was discovered, and attacked by the Necromancers. Her soldiers were slaughtered, greatly outnumbered, but she fought like a whirlwind, cutting a swath through the wall of undead and eventually facing the Necromagus himself. Bowing at his feet, she gave her loyalty to the Necromancers, and has since become a great Necromancer, and with her great armies of undead she has since plagued the galaxy without rest.

Sh’yl Necourn counts as an HQ choice
Points Cost: 220

Sh’yl Necourn
Mistress of the Hordes
WS: 7
BS: 5
S: 3
T: 3
W: 2
I: 7
A: 3(5)
LD: 10
SV: +4(+3)5+*

Weapons and Wargear: Sh’yl is armed with powerblades, the Harp of Unrest, the Armor of Madness, a fusion pistol, a psychic familiar, and the Kiss of Death.

Special Rules:
Acrobatic: Sh’yl was trained by the Harlequins, and as such has prodigious athletic abilities. She consolidates, falls back, and sweeping advances 3D6”.

Fleet of Foot: The Eldar, and especially the Harlequins, are known for their speed and grace. In the shooting phase, Sh'yl may advance 1D6” in one direction instead of firing a weapon.

Shadowseer: Sh’yl’s already powerful psychic abilities have been enhanced by the training and magic of the Necromancer cabals. She has the following psychic powers: Soul Drinker, Haunting Melody, and Resurrection.
*Note that the extra psychic power gained by the psychic familiar is already included.

Mistress of the Hordes: Sh’yl is a great Necromancer, and as such can control legions of undead without the slightest effort. She may be your army’s commander for the By Your Will rule. If Sh’yl is within 12” of an Undead Horde she negates their The Hunger rule. If she joins a unit of undead, all models in the unit get leadership 10. Note that if she is joined to a unit that is not an Undead Horde, any Deadites that are resurrected through the Harp of Unrest must join another Undead Horde as opposed to joining her.

Harp of Unrest: The harp of unrest in an ancient and deadly artifact, crafted by the harlequins and altered with the dark magics of the Necromancers. Its original use was to summon dead harlequins back to battle for a short time, if victory was uncertain. They would then be released after the battle to rest with the Laughing God. When Sh’yl joined the Necromancers, they changed it into an artefact of extraordinary power.
The Harp allows Sh’yl to resurrect the dead all around her, even in the midst of battle. If a casualty occurs within 12” of her, roll a D6. On a 5+, you get a free deadite. Place the deadite model within 2” of where the casualty occurred. All deadites summoned this way must move directly towards either the nearest Undead Horde, or Sh’yl herself, whichever is closer. Until the deadites are in coherency with the unit they are moving to, they count as falling back. Once they join a horde or Sh’yl, they are part of that unit and must stay in coherency for the rest of the game.

Armor of Madness: The Armor of Madness was made for Sh’yl in the same way that a Madness Blade is made. The soul of an insane Necromancer is bound to the armor, and the armor itself shrieks with his madness.
As a result of this, Sh’yl and the unit she is attached to will always attack first in close combat, as her enemies are momentarily stunned by the screams and wails echoing from her. Units that are fearless are unaffected by this, and will go by initiative as usual. The armor also gives Sh’yl a 4+ armor save and a 5+ invulnerable save.

Harlequin Weapons: Sh’yl still has many of her weapons from her days as a Shadowseer.

Powerblades: Powerblades take the form of sharpened blades attached to the forearm. Sh’yl can make sweeping attacks with these, along with using her other weapons. They give Sh’yl +1 attack (already included in her profile), and she ignores armor saves in close combat.

Fusion Pistol: The fusion pistol is the pinnacle of melta technology, being compact yet powerful enough to destroy a battle tank. A fusion pistol has the following profile, and like other melta weapons has an additional D6 armor penetration at half range or less.
Range: 6” S: 6 AP: 1 Pistol
Being double-armed with the fusion pistol and the Kiss of Death gives Sh’yl an extra attack in close combat, which is already included in her profile.

Kiss of Death: The Kiss of Death is a Harlequin’s Kiss, which takes the form of a sharpened tube attached to the forearm, inside which are lengths of monofilament wire. The Harlequin’s Kiss is punched into the enemy and the wires are then quickly uncoiled, slicing the foe apart from the inside. Sh’yl wounds on a 2+ in close combat. Against a target with multiple wounds, a to wound roll of 6 with the Kiss of Death will kill the enemy model outright if it fails its saving throw.
The Kiss of Death is a Mastercrafted Harlequin’s Kiss, with the Necromantic Runes: Binding, Screaming, and Life-Stealing.


Deimos the Chessmaster
Deimos was the young student of a great Necromagus named Mordecai when he discovered the game of Chess. It enamoured him, and he was consumed by the amount of strategy and cunning it took to overcome a great opponent. He played until there was no master he could not defeat. Even with his love of Chess he had kept up with his studies with Mordecai, and was fast becoming a powerful Necromagus. When Mordecai created the Mordecai Chesspieces, Deimos fell in love with them. He had his master teach them his every secret, and soon he memorized every facet of the summons and commands that were needed to control the Chesspieces. When Mordecai was slain, Deimos was horrified, yet not daunted. He kept control of the Mordecai Chesspieces that once were under his master's control, and added them to his own army of Chespieces, and now has and army of unthinkable power. He has vowed to unite all Chesspieces under his dominence, and will stop at nothing to do so. Deimos' cunning is unmatched, and there are none who can match his wit on the chessboard or the battlefield.

Deimos the Chessmaster must be used exactly as seen here and may not take any additional wargear or abilities. He may be used in games of at least 1500 points and is automatically the Commander.

pts: 250
WS: 4
BS: 6
S: 4
T: 4(5)
W: 3
I: 4
A: 2
Ld: 10
Sv: 2+/ Inv 4+

Weapons and Armour: Staff of the Chessmaster, Bolt Pistol, Armour of Mordecai
Special Rules:
The Chessmaster: Deimos is adept at the summoning of the Mordecai Chesspieces, and is the greatest of tacticians in their use as well. Deimos the Chessmaster may only be taken as the Necromagus choice in a Mordecai Chesspiece army. An army led by Deimos the Chessmaster cannot take allies from the core Necromancers army. In addition, he counts has having a Blasphemous Standard that only affects Mordecai Chesspieces.

The Game of Chess: Deimos plays by the rules of Chess even in battle. If Deimos' army has more White Chesspieces than Black Chesspieces, Deimos' army goes first. If the army contains more Black Chesspieces than White Chesspieces (count models rather than points), then Deimos' army goes second.

Checkmate: Despite Deimos being a brilliant tactician, he finds that some units simply cannot perform as well as he would like them to. To compensate, Deimos has mastered the ability to force his will upon his armies, and cause them to grow in power for a short while, usually allowing him to easily overcome his enemies. You may only use this psychic power during your assault phase by making a successful psychic test. One mordecai chessman unit within 24" may charge 3D6 instead of their normal assault move and gains the Furious Charge universal special rule until the end of this turn.

Staff of the Chessmaster: Originally created by Mordecai for himself, when Mordecai fell it came into the hands of Deimos. It grants its owner with the ability to summon additional Chesspieces to battle. You may keep one unit of White Pawns or Black Pawns in reserves, and summon them to the battlefield by using Deepstike rules. Also counts as a Master-Crafted Power Weapon. The Staff of the Chessmaster can also fire projectiles of dark magic in the shooting phase with the following profile. Range 12" S: 5 AP: 4 Assault 3

Armour of Mordecai: Once worn by Mordecai, this armour imbues protection of the greatest kind. It gives Deimos a 2+ armour save and a 4+ invulnerable save, and +1 to Deimos' Toughness (already included in the profile above).

Retinue: The Chessmaster may be accompanied by a unit of 4-16 White Knights and up to 1 White or Black Bishop.
__________________
The Grand Necromagus of the LO Codex: Necromancers Design Team.

The Supreme Lance Leader of the Codex: Wasters Design Team.

Cruelty has a Human Heart
And Jealousy a Human Face
Terror, the Human Form Divine
And Secrecy, the Human Dress

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Old September 10th, 2005, 00:41   #9 (permalink)
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Feral Horde Units:
A Necromancer's army is almost utterly dependant on its Necromagus. When a Necromagus is killed, its horde will fall apart, none of its creations really knowing what to do. The cultists who manage to survive will follow the most powerful being left in the army, usually a Necrophage. Sometimes, the cultists begin to worship the cannibalistic ways of the phage, and become twisted abominations over time, their hunger almost comparable to that of the Necrophage. The inherent animalistic nature of the Necrophage allows it to domesticate vile and vicious creatures which are normally untrainable. These loose, savage groups are known as Feral Hordes. The followers who still have some of their humanity left organize themselves into cults... the others become ghouls, souless, decrepit creatures with only the hunger driving them. Some ghouls, mostly the ones who have been with the Necrophage from the beginning, have become ancient and powerful beyond all bounds. Though for the most part unorganized and mindless, the pure animal savagness of a Feral Horde can match even the most powerful foes.

Elites:
Ancient Ghouls
Though Ghouls are, for the most part, pitiful, deranged creatures, those that survive to old age develop a certain demented logic and a generous dosage of cruel cunning that, if not examined too closely, can pass for actual intelligence. The Necromancers do not trust Ghouls that reach this stage, for they are now so feral the Necromancers are invariably forced drive them away or destroy them to prevent them from devouring their other minions. Too mindless to train, too savage to teach, too vicious to trust is the general consensus amongst Necromancers. These outcasts flock to the feral hordes of the Necrophagi, where they are welcomed with open arms. The two races are so alike there is a strong tie of brotherhood between them, and many Necrophagi are ‘initiated’ into their new lifestyle by a pack of Ancient Ghouls, who serve to guard and instruct them during their traumatic transformation from life to cannibalistic undeath.
Points per Model: 16
Models per Unit: 5-10
Ws: 4
Bs: 0
S: 4
T: 5
W: 1
I: 4
A: 2
Ld: 6
Sv: 6+

Equipment: Venomous Fangs and Diseased Claws.

Upgrades: promote one Ancient Ghoul to Raver for +10 points (receives +1 I, A and Ld and may purchase up to 25 points of wargear from the armoury)

Special Rules: Rending, Infiltrate, Alive!

Troops
Phago-Cultists
These are a particularly depraved and savage sub-caste of Necro-Cultists, who revere the Necrophagi as deities and honour them with bloodshed and gruesome cannibalistic feasts. Their misguided belief is that such acts will earn them the favour of their deity and that if truly pleased he will reward them by transforming them into creatures like himself, an act which will bestow immortality and great power upon them. The truth is far more dire; the Necrophagi are less magnificent in nature than the Phago-Cultists depict them as being; far more concerned with sating their incessant addiction for warm flesh and blood then receiving worship or bestowing favours. At best, they see their devoted minions as mere insects; toys to be played with and then cast aside once they have fulfilled their purpose. At worst, they are but meals for the Necrophage's dark hunger. In their foolish devotion, the Phago-Cultists are more than willing to deliver their lives to the tender mercies of their patron, believing that in death they will be rewarded for their loyalty.
Points Per Model: 12
Models Per Unit: 6-24
Ws: 3
Bs: 3
S: 3
T: 3
W: 1
I: 4
A: 1
Ld: 7
Sv: 5+

Equipment: Lasgun and Close Combat Weapon

Options: Promote one Phago-Cultist to Cannibal for +7 points, a Cannibal 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-Weapon Bearers for +25 points each (see the Necro-Cultists section for details on Archeo-Weapons). Phago-Cultists may replace their Lasguns with Shotguns for free.

Special Rules: Infiltrate, Fearless, Alive!

Fast Attack
Carrion
The Necrophagi are not psykers of the same standard as their masters the Necromancers, but they are not entirely devoid of power either. The creatures known as Carrion are created by the Necrophagi from the corpses of various breeds of flying carnivores and/or scavengers, with a common favourite being the Ptera-Squirrel, a strange gliding mammal found throughout the Imperium; a gentle and cuddly pet in its youth-stage, when it reaches maturity it metamorphoses into a cunning, disease-carrying and dangerous blood-drinker. As the essence of the Necrophagi flows into their bodies, these creatures are warped, deformed and distorted to the extent that few if any are recognizable, and none of them look alike. This corruptive rebirth also imbues the Carrion with the endless death-thirst and slaughter-hunger of their creators, ensuring their relentless aid in battle against the living.
22 points per model
Models per Unit: 3-10
WS: 3
BS: 0
S: 4
T: 4
W: 2
I: 4
A: 2
LD: 7
SV: 5+

Equipment: Teeth and claws.

Special Rules: Wings, Fleet of Wing, Deep Strike

Heavy Support:
Wyrm
A Wyrm, a massive beast bred by certain Necromancers across the galaxy, accompanies many Feral Hordes. Though the breeders will breed one for a certain price, the Necromancer still has to train it. They often hand them off to Necrophages they have control over, relying on the Necrophage to discipline the massive creature. The Necrophage stymies the savagery of the Wyrm, and when they go to battle, their masters often gift them with command of it for the battle.
In appearance, a Wyrm is a gigantic worm; its body covered by a thick serrated carapace. It scuttles along the ground on a multitude of centipede like legs and its tail is barbed. Its head is covered by the thickest carapace of its body, and is apparently commonly used as battering rams in battles with other Wyrms. Its mouth is a round hole rimmed with rows upon rows of teeth.
When a Wyrm moves through the earth it create powerful seismic tremors, which instil great fear in the living even before the monstrous beast emerges from the soil and attacks.
Points Per Model: 150
Models Per Unit: 1
Ws: 3
Bs: -
S: 7
T: 6
W: 4
I: 3
A: 4
Ld: 10
Sv: 2+

Equipment: armoured serrated body segments, armoured head, teeth, barbed tail.

Special Rules: Monstrous Creature, Fearless, Alive!

Tunneler: The Wyrm can deepstrike. Also, if the wyrm didn't move in its movement phase or deepstrike, it gains a 5+ cover save.

Thunderous Charge: When the Wyrm charges, all engaged models are hit with a Strength 5 Initiative 10 attack that allows armor saves, but enemy models wounded on a 6 die as if failing a Glory or Death against a tank (instant death, no armor saves or invulnerable saves allowed, will still instant kill things that S5 cannot hurt) with the exception that it will not work on Monstrous Creatures. Vehicles hit will take a single S5 hit with 3d6 armor penetration. The Wyrm still makes its normal attacks for that round.
__________________
The Grand Necromagus of the LO Codex: Necromancers Design Team.

The Supreme Lance Leader of the Codex: Wasters Design Team.

Cruelty has a Human Heart
And Jealousy a Human Face
Terror, the Human Form Divine
And Secrecy, the Human Dress

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Old September 10th, 2005, 00:42   #10 (permalink)
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Mordecai Chessmen Units:
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.

Headquarters
White 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: Power Weapon

Special Rules: Independent Character
Bone Skin: Mordecai White Kings have a 3+ armour save (included in profile above).

Unholy Blessings: Mordecai White Kings have a 4+ Inv save (included in profile above).

Royal Pride: The White King is a haughty and arrogant creature, who refuses to demean himself by joining the ranks of his underlings. White The King cannot join any unit.

Icon of Evil: any Mordecai unit within 12” of the White King gains +1 Attack, but if the King is slain the enemy receives a bonus 100 Victory Points.


0-1 Black King
All of the Black Mordecai Chesspieces require gruesome and difficult rituals to activate, and the Black King is naturally the most vile and foul of them all. Like most pieces, the Black King requires implantation into a body to be activated, but unlike the others this ritual calls not for a corpse but for a living creature. To activate the Black King, the Necromancer must torture a sentient creature until it is at the very brink of death. Before it can die, the Necromancer must open the victim's chest cavity and imbed the Black King into the victim's still-beating heart. Unlike its counterpart, the White King, the Black King is a raving maniac, a feral monstrosity that shrieks and wails and howls as though it were in the grip of unspeakable agony. In battle it is a whirling dervish of destruction, flailing out wildly with twin, jagged weapons forged of bone or resins. Though it lacks the supernatural strength of its counterpart, the blinding speed with which it strikes and the sheer volume of its attacks contribute to its skills- combined with its erratic actions, no foe exists that can anticipate its blows. The otherworldly nature of its weapons allows it to cleave through armour effortlessly, and it specialises in destroying enemies that go to war in large groups to counter their physical frailty.
Pts: 200
Ws: 10
Bs: 0
S: 4
T: 8
A: 8
W: 5
Ld: 10
I: 6
Sv: 3+/4+*

Rules: Monstrous Creature,
Bone Skin: Mordecai Black Kings have a 3+ armour save (included in profile above).

Unholy Blessings: Mordecai Black Kings have a 4+ Inv save (included in profile above).

Royal Pride: The Black King is a haughty and arrogant creature, who refuses to demean himself by joining the ranks of his underlings. White The King cannot join any unit.

Bloodlust: Must always charge enemies if able, must always move towards the enemy



Elites
White 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: 40
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).


White Knights:
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: 3
Ld: 7
Sv: 3+

Equipment: Dark Blade (power weapon)

Special Rules: Beasts
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 a Mordecai King or Queen can join.

Leaping: Mordecai Knights possess supernatural dexterity and speed, being capable of leaping over most obstacles and diving into combat. Mordecai Knights may make their full attacks against models within 3”.


Black Rooks
Occasionally, some Necromancers were drawn to experiment with Mordecai Chesspieces, producing versions of the Chesspieces that differ substantially from the original. These "Black" Mordecai Chesspieces are slightly rarer, but useful all the same. Black Rooks are created with amazing resilience, and as such are extremely useful in defence. Whereas the common Mordecai Rook, or White Rook, is used as a fast-moving rapid assault entity, Black Rooks are commonly used to defend against shooting attacks, and are capable of holding their own against most enemies in close combat.

Pts: 50 pts
ws: 5
BS: 3
S:4
T:7
W: 2
I: 1
A: 2
Ld: 9
Sv: 4+/5+*

Squad: 2-10
Weapons: Wall Blades

Rules:
Slow and Purposeful

Defence of the Ages: All enemy units trying to fire at a unit behind rooks count as having -2 to ld for target priority.

Wall Blades: These weapons are made to be used for attack and defence. They confer a 5+ Invulnerable Save, count as CCWs and can also be used as a Bolter during the Shooting Phase.

Bone Skin: Confers a 4+ save.


Troops
White Pawns:
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: 10
Models per Unit: 7-28
Ws: 3
Bs: 0
S: 4
T: 4
W: 1
I: 2
A: 2
Ld: 6
Sv: 5+

Equipment: Two Hand Weapons

Special Rules:
Bone Skin: Mordecai White Pawns have a 5+ armour save (included in profile above).

Gibbering: Mordecai White 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 White Pawns suffer a –1 penalty to their Ld.

Insane: depending on whom you ask, White 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.


Black Pawn
Like their counterparts, Black Mordecai Pawns are the easiest of all of the Black Mordecai Chesspieces to create, as the Necromancer must simply implant the Black Pawn's piece into a corpse- the only requisite is that the corpse must be in an advanced state of decay, having reached the point where its rotten entrails will spill forth readily once its gut is sliced open to insert the piece. Though smarter than White Pawns, Black Pawns are weak, frail and clumsy creatures, easily overpowered in the melee by even the most pathetic of adversaries. But that is alright, for melee combat is not their purpose. Black Pawns are the default ranged troopers of the Mordecai Chesspieces, capable of rending a vile mass of their diseased entrails and coagulated blood to then hurl at their foes. Though this would present itself more readily to psychological trauma then physical trauma, the Warp-Magicks involved in the creation of the Black Pawn means that these gruesome projectiles are powerful corrosives, capable of disintegrating flesh, metal and bone with equal ease.
Pts: 18
Models Per Unit: 5-20
Ws: 1
BS: 3
S: 1
T: 5
W: 1
I: 1
W: 1
Ld: 8
Sv: 5+

Weapons: Guts

Special Rules: Feel No Pain,
Guts: Rng 18" S: 4 Ap- Assault 2, Causes Pinning (it throws its guts at people!)

Who are you...: The black pawns cannot distinguish other lifeforms easily, and so tend to hesitate in battle so as to avoid killing their allies by accident. They must make a successful leadership check in order to shoot or fight in cc.

Bone Skin: Mordecai Black Pawns have a 5+ Armour Save, included in their profile above.

Horrifying: Living units must pass a Morale Check to charge Mordecai Black Pawns.


Fast Attack
White Rooks:
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: Move Through Cover
Bone Skin: Mordecai White Rooks have a 4+ armour save (included in profile above).

Hack-and-Slash: Mordecai White 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 White Rooks make D6 attacks each in close combat; this is included in their profile.

Blood-Lust: Mordecai White 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 White Rooks can utilise their built-in spines to climb obstacles, they treat vertically impassable terrain as difficult terrain.


Black Knight
The ritual to summon black knights is one of the easiest of the black pieces, but is still by no means easy. The creator needs to take the web sac of a spider or spider-like creature and place the piece in it. Then the web sac must be placed in a mixture of beast’s blood, poison, and his own blood for 666 hours. After that is completed, the statue must be removed from the web sac and placed in the corpse of a non-humanoid beast within 13 minutes of the piece's removal. The creature will then mutate into a spider-like monster that drips deadly venom capable of melting even carapace armor and capable of extreme feats of agility.
Pts: 55
Ws: 3
Bs: 3
S: 4
T: 6
I: 3
A: 3
W: 2
Ld: 7
Sv: 3+

Squad: 3-9

Weapons: Web, Claws, Venom

Special Rules:
Boneskin: confers a 3+ save.

Poison: Never wounds on worse than a 4+ in shooting or CC.

Web: Range: Template S: 5 Ap: 4 Rules: Pinning, Poison (see poison rule above), counts as Frag Grenades in cc.

Spider-like: Counts difficult terrain as open terrain. Also, Black Knights counts vertically impassable terrain as difficult terrain.


Heavy Support
White 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 virgins blood to animate it. Swelling in size, the Queen’s bone form softens and colours 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: 3+/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 White Queens have a 3+ armour save (included in profile above).

Dark Grace: as well as their thick bone skin, Mordecai White Queens possess great agility and a powerful aura of focused psychic energy to protect them from harm. Mordecai White Queens have a 5+ Inv save (included in profile above).

Devotion: The White 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 White Queen and any other Mordecai unit within 6” have Feel No Pain.

Fell Charms: the White Queen is capable of using her innate psychic powers to beguile the minds of others. The White 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 White Queen; the unit must pass a Ld test or be forced to reroll all successful to hit/wound rolls made during that Assault Phase.

Royal Pride: The White Queen is a haughty and arrogant creature, who refuses to demean herself by joining the ranks of her underlings. The White Queen cannot join any unit.


0-1 Black Queen
The Black Queen is the second most powerful black piece, and as such requires a very difficult procedure to animate. In order to bring the Black Queen to life, one must first capture a sentient creature and then slay them by injecting them with the venom of a serpent. As the victim languishes in its death throes, the inanimate piece must be coated with venom from the same snake and a sample of the victim’s blood, taken before the toxin was injected. Before the victim expires, the Necromancer must forcibly insert the dormant Queen piece into the base of the victim’s skull. The victim will then undergo a horrific transformation into the nightmarish Black Queen.
Pts: 150
WS - 3
BS - 5
S - 4
T- 5
I - 8
W: 3
A - 1
Ld – 10
Sv: 3+/4+
Weapons: Petrifying Bow, CCW

Special Rules:

Bone Skin: Mordecai Black Queens have a 3+ armour save (included in profile above).

Unholy Blessings: Mordecai Black Queens have a 4+ Inv save (included in profile above).

Royal Pride: The Black Queen is a haughty and arrogant creature, who refuses to demean herself by joining the ranks of her underlings. The Queen cannot join any unit.

Petrifying Bow: (S: 4 AP: 2 Range 24" Assault 1): Any model that takes an unsaved wound from the bow is instant killed.

Medusa's Gaze: Target unit within 12" takes a Leadership check, suffering a penalty of –1 Ld for every 2 models in the unit. For every point the unit fails the check, it takes one wound, no armor saves allowed. May take inv saves as normal. This ability does not affect Necrons, Undead, Wraithguard, Wraithlords or Thousand Sons with the Rubric of Ahriman; they are not alive and thus can neither see the eyes or be turned to stone.


Black Bishop:
All of the Black Mordecai Chesspieces require gruesome and difficult rituals to activate, but the Black Bishop is perhaps the hardest. All of the Necromancers' various creations require life-force energy, and their ability to manipulate this is thus considerable. What makes animating the Black Bishop so difficult is the sheer amount of life-force required- the very bare minimum of life-force required is equivalent to two-dozen adult humans, though many Necromancers obtain significantly more life-force than that. How the Necromancer then infuses the life-force into the inanimate piece differs from individual to individual, but many favour concentrating the energy into a physical form; an energized sludge known as 'protoculture'. The Black Bishop is then left to soak in this liquid life-force for several days, finally emerging from it as a terrible figure that literally pulses with life. In battle, the Black Bishop seems almost like a reversal of the Necromancers' normal minions, for it is such a powerful source of raw life-force that the very earth is revitalised by its presence; with plants and animals springing into corrupted growth as the Black Bishop passes them by. The Black Bishop is even capable of concentrating this energy to exhale a corruptive blast of raw life-force, a tainted streamer that spawns nightmarish new lifeforms. Though physically unimpressive, it is still a dangerous combatant, for the merest touch of its bare hand can strip the life from a victim, reducing them to a pile of ancient dust at the feet of their slayer. Its frail appearance belies the true difficulty in destroying it, for the sheer quantity of life available to it means most wounds simply seal themselves instantly. When slain however, the Black Bishop erupts into a swirling vortex of pure healing energy, which knits the bone, restores the flesh and revitalises the spirits of all those caught within its embrace.
Pts: 90
Ws: 2
Bs: 4
S: 2
T: 4
W: 4
I: 2
A: 1
Sv: 4+/5+(inv)

Rules: Independent Character

Bone Skin: The Black Bishop has a 4+ Armour Save.

Regen: At the end of each turn, a Black Bishop with at least 1 Wound remaining regains all lost wounds. It does not recover wounds caused by Spawning (see below).

Life Drain: The Bishop has only one attack in close combat, and doesn't gain one for charging or anything. However, the one attack always wounds on a 4+, ignores armor saves (but still allows inv), and any living model that takes a wound from a Black Bishop in close combat is killed instantly, and removed from play. This may not be negated by any special rules, such as the Tyranid Regeneration Bio-Morph, bionics, or Feel No Pain.

Spawn: The Black Bishop focuses the life-force that surges through its body and then exhales a mutative wind that transforms living things into twisted monsters, even capable of bring nightmares to life. However, this is dangerous to the Black Bishop, for such a surge of energy can weaken its physical shell. During the Necromancer Assault Phase, a Black Bishop that is not in close combat can create a single Carrion Swarm base, which will form a unit with the Black Bishop that spawned it and must remain in coherency with it for the rest of the game. Whenever a Black Bishop does this, roll a D6- on a 1; the Black Bishop loses 1 wound. This wound cannot be recovered by Regen.

Healing Vortex: All multi-wound models within 6" of the bishop when it is destroyed are brought up to full wounds. This includes enemy models, as the life force is drawn to all manner of living and undead creatures. Does not affect any model in the Necron army, Wraithguard, Wraithlords, or chaos units with the Rubric of Ahriman.
__________________
The Grand Necromagus of the LO Codex: Necromancers Design Team.

The Supreme Lance Leader of the Codex: Wasters Design Team.

Cruelty has a Human Heart
And Jealousy a Human Face
Terror, the Human Form Divine
And Secrecy, the Human Dress

Last edited by Unseen Lurker; December 10th, 2005 at 19:01.
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