UNDEAD REGIMENTS


Return to All Armies List or
Return to Undead List or
Return to Main Page or
Go to Warhammer Fantasy Battle Page

Skeleton Horsemen..... 18 points

Profile MWSBSSTWIALD
Skeleton Horseman42233 1215
Skeleton Steed82033 1215

Equipment: Mounted on Skeleton Steeds and armed with a sword.

Save: 6+.

Options: Any regiment may be equipped with light armour (+4 points), shields (+2 points), and/or one of the following weapons: either a lance (+4 points), a spear (+2 points), or a bow (+4 points). Any regiment may carry a magic standard.

Special Rules: Skeleton Steeds and their riders can move through walls or other sold objects. Skeleton warrors cause fear, are immune to psychology, and suffer additional wounds if they are beaten in combat.


Skeleton Warriors..... 8 points

Profile MWSBSSTWIALD
Skeleton Warriors42233 1215

Equipment: A sword.

Save: None.

Options: Any regiment may be equipped with light armour (+2 points). Any regiment may have shields (+1 point) or heavy armour (+3 points). Any regiment may have one of the following weapons: double-handed weapon (+2 points), halberd (+2 points), a spear (+1 point), a crossbow (+3 points), or a bow (+2 points). Any regiment may carry a magic standard.

Special Rules: Skeleton warrors cause fear, are immune to psychology, and suffer additional wounds if they are beaten in combat.


Zombies..... 4 points

Profile MWSBSSTWIALD
Zombies42033 1115

Equipment: A sword, club, or other hand weapon.

Save: None.

Options: Any regiment may be equipped with light armour (+1 point), shields (+1/2 point), and/or double-handed weapons (+1 point).

Special Rules: Zombies cause fear, are immune to psychology, and are destroyed if they fail a Break test.


Ghosts..... 35 points

Profile MWSBSSTWIALD
Ghost42033 3315

Equipment: None.

Save: None.

Options: None.

Special Rules: Ghosts cause fear, may ignore terrain effects as they move, can only be harmed by magic weapons, spells, or daemons, are immune to psychology, and are destroyed if they fail a Break test. If the win the combat then their defeated enemy may flee automatically. Otherwise, a unit fighting Ghosts must take a Break test at the end of every turn of hand-to-hand combat, and will flee if this is failed. This means it is possible for a unit to win the combat, but still end up fleeing if the Ghosts are not destroyed.


Ghouls..... 8 points

Profile MWSBSSTWIALD
Ghoul42034 1325

Equipment: A sword, club, or other hand weapon.

Save: None.

Options: None.

Special Rules: Ghouls cause fear, and suffer special effects if they rout an opponent or are beaten in combat. If they succeed in beating their enemy and forcing the foe to break and flee, Ghouls do not pursue but will stop to feed on the corpses. They will do nothing until they stop feeding. They will stop feeding if an enemy charges them, in whichcase they will fight normally. They will also stop feeding if there are enemy within 12" at the start of their turn and the player rolls a 4+. If there are no enemy within 12" the Ghouls will continue to feed indefinitely. Ghouls are not affected by the special rule that limits Undead units' ability to march, and are allowed to make march moves.


Wights..... 37 points

Profile MWSBSSTWIALD
Wights43034 3318

Equipment: Wight Blade and light armour.

Save: 6+.

Wight Blade: An anceint enchanted weapon that will drain the life away from its victim, causing D3 wounds.

Options: Any regiment may be equipped with a shield (+1 points), and/or spears (+1 points). Any regiment may have heavy armour (+3 points). Wights may be mounted on Skeleton Steeds (+2 points).

Special Rules: Wights cause fear, are immune to psychology, and are destroyed if they fail a Break test.


Mummies..... 45 points

Profile MWSBSSTWIALD
Mummies33045 4328

Equipment: A sword, mace, or other hand weapon.

Save: None.

Options: Any regiment may be equipped with light armour (+2 points), and/or double-handed weapons (+2 points).

Special Rules: Mummies cause fear, are immune to psychology, and suffer double wounds from flaming weapons or spells .


Carrion..... 45 points

Profile MWSBSSTWIALD
Carrion43033 243+7

Equipment: The rider is armed with a sword or other hand weapon.

Save: None.

Options: None.

Special Rules: Carrion cause fear, are immune to psychology, and suffer additional casualties if they are beaten in combat.

Fly: Carrion can fly.

Attacks: The rider can attack for every wound scored by the Carrion. Work out the Carrion's attacks first, then work out the Ghost Rider's attacks. The Ghost Rider has 1 attack for each wound caused by the Carrion, at the same strength and other stats as the Carrion.


Wraiths..... 75 points

Profile MWSBSSTWIALD
Wraiths43034 3325

Equipment: Double-handed weapon (a scythe).

Save: None.

Options: None.

Special Rules: Wraiths cause terror, may ignore terrain effects as they move, can only be harmed by magic weapons, spells, or daemons, are immune to psychology, and are destroyed if they fail a Break test.

Chill Attack: The touch of a Wraith drains life from living creatures. If a victim takes a wound from a Wraith then it must subtract -1 from all its combat dice rolls to hit. If the victim takes 2 wounds then it subtracts -2 from its dice rolls. 3 wounds, -3 and so on.


Return to All Armies List or
Return to Undead List or
Return to Main Page or
Go to Warhammer Fantasy Battle Page