OTHER UNDEAD INFORMATION


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ARMY SELECTION
Characters0 to 50%Up to half the points value of the army may be spent on characters.
Regiments25%+At least a quarter of the total points value of the army must be spent on regiments. This does not include the cost of Champions who are paid for out of the Characters allowance.
War Machines0-25%Up to a quarter of the points value of the army may be spent on war machines.
Monsters0 to 25%Up to a quarter of the points value of the army may be spent on monsters. This does now include monsters ridden by characters, which must be paid for out of the Characters allowance.
Allies0 to 25%Up to a quarter of the points value of the army may be spent on allied troops chosen from any one or more of the following lists: Chaos, Skaven, and Dark Elves.



EQUIPMENT LIST
Hand-to-Hand Combat Weapons
A single sword, axe, mace, or other hand weaponFree
An additinal sword, axe, etc.1
A double-handed weapon, including double-handed axe, sword, etc.2
Flail1
Halberd2
Spear1
A lance for a mounted warrior2
Missile Weapons
Bow2
Crossbow3
Armour
Shield1
Light Armour2
Heavy Armour3
Barding for Steed4



Special Rules: If the army General is killed all the Undead units are immediately destroyed and removed from play. The units are lost permanently, they do not come back to life if the army General reappears.

Undead characters such as Necromanders, Vampires, Liches, and Undead Champions are not affected by this rule: their will to strong enough to keep them alive. In addition, any unit that is led by an Undead character also has a chance of surviving. Make a Leadership test against the Leadership value of the character. if this test is passed then the Undead unit remains in play. If the test is failed then the unit is destroyed as normal, though the Undead character will remain in play. If the unit survives then the character must remain with the unit for the rest of the battle; if he leaves or is killed then the unit is destroyed unless there is another Undead character with the unit and he manages to pass a leadership test in order to sustain the unit.


March Move: No Undead troops other than Necromancers, Vampires, and Ghouls can ever make a march move. They also may not stand and fire or flee if they are charged. All they can do is stand to receive the attack.


Vampires: Vampires have a transfixing glare that can transfix the victim. At the start of a hand-to-hand combat round the Vampire may attempt to transfix any model he is fighting. The model must make a successful Leadership test to avoid the Vampire's glare. This is a 2D6 test, exactly like a psychology test. If this is failed the model is transfixed. A transfixed model is unable to fight that turn and any blows struck against it by the Vampire will hit automatically.

Liches: Liches cause fear and is immune to psychology. Destroyed: If beaten in combat and fail their Break test they are destroyed. The magical hold that their master has over them is destroyed and they crumble to dust.

Additional Wounds: They cannot be broken in hand-to-hand combat, and need never take a Break test if beaten in combat. Instead, when they are beaten in hand-to-hand the magical link between them and their master is weakend and, as a result, they sustain further damage. For every point by which they have lost the combat they sustain an extra wound.


Necromancers: Three types of models may use Necromantic spell cards: Necromancers, Liches, and Vampires. In addition to the Necromantic spell cards, they may also use Dark Magic spells and spells from any one (and only one) of the colour spell decks. When the Undead player chooses his spells he must declare which decks he wants to use and how many cards he wants from each. He must choose at least one Necromantic spell.

Magic: Necromantic spells are used slightly differently from other spells. Normally a spell can only be cast once per magic phase. However, in the case of Undead wizards the following special rules apply:

An Undead wizard may cast the same Necromantic spell more than once during a magic phase, so long as he has sufficient power cards left to do so.

To see if the Undead wizard is able to cast a Necromantic spell again, roll a D6 after the spell has been cast and refer to the table below. You must roll the dice each time the spell is cast. If the dice roll is less than the number shown on the table the the spell card must be put to one side and may not be used again that magic phase. If the dice roll equals or exceeds the number shown on the table the spell can be retained and cast a second or subsequent time. A spell can be re-cast onto the same target if it is initially dispelled.

Undead WizardD6 roll required to retain card
LicheAutomatic
Necromancer LordAutomatic
Master Necromancer2 or more
Necromancer Champion3 or more
Necromancer4 or more
Vampire Lord5 or more
Vampire Count6 or more

Note that Liches and Necromancer Lords automatically retain any Necromantic spell cards that they use; no dice roll is required. A Liche or Necromancer Lord may cast the same spell any number of times so long as they have enough power cards to do so.