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The Living Dead

Unit

Clash

Sustained Short
Range

Long
Range

Morale Stamina

Special

Cost

1/0

Mi
Re,F

25

26

Ghouls

Wights or
Mummies
with hand
weapon and
shield
Ghosts

2/0

Wraiths or
Shades
Undead
Brutes

2/0

Werewolf
Pack
Swarms

Mi
Re, F
Mi
Re, F
Mi
F
Hi
Re,F
Can have
DHW @+1
pt
Li
Re,F,Et
LI
Re,T1,Et
Bi
RE, F
Can be Fl,
or DHW or
R4
Bc
F
Swarm
F
Can Fly

Infantry
Skeleton
Warriors
With hand
weapon and
shield
Skeleton
Bowmen
Zombies

Cavalry
Living dead
Wolf pack
Skeleton
Medium
Cavalry with
spear and
shield
Skeleton Light
Cavalry with
Bow
Skeleton
Chariots

19
25

31

28
32
34
37
35
37
32
14
17

3/0

Lc
Re,F

30

2/0

Mc
Re,F

31

Lc
Re,F

30

LiCh,
Re,F

33

Wight Cavalry
with Lance
and shield

2/0

Hc
Re,F,L

37

Wraith
Knights
Mortis
knights
with Lance
and shield
Flyers
Living dead
Giant Bats
and Carrion
Birds
Monsters
Living dead
Gigantic
Monster
(undead
Giant)
Living dead
large Monster
(Scorpion)
Living Dead
large flying
monster

38

3/0

Mc
Re,T1,Et
SHC
Re, F, L, Wf

Bf
Re, F
small

23

0/2

Gigantic
Monster
Re, T1

35

2/0

32

2/0

Living Dead
Gigantic
Flying
Monster
Living Dead
Large
monster with
skeleton crew
armed with
bows
Artillery
Heavy
Artillery
Light Artillery

0/3

Large
Monster
F Re
Large
Flying
Monster
Re, F
Gigantic
Flying
Monster
Re,T1
Large
Monster
Re, F

30

Ha
Re, F
La
Re, F

44

29

36

34

22

Commanders
Commander

Attack bonus

Strategy rating

Special

Cost

Living dead Lord

1-4

Necromancer
Lord

0-1

*1 *2

30

Living Dead
Commander

0-2

*1

Necromancer

*1 *2

20

30

*1 Can be bought as an additional commander, *2 can be attached

Mounts for characters


Mount

Clash

Sustained Short
Range

Long
Range

Morale

Stamina

Special

Cost

Living
Dead
large
flying
monster

Large Flying
Monster
Re, F

32

2/0

*1

Living
6
Dead
Large
monster
with
skeleton
crew
armed
with
bows

Large
Monster
Re, T1

34

Living
7
Dead
Gigantic
Flying
Monster

0/3

Gigantic
Flying
Monster
Re,T1

38

The Living Dead Army List


Infantry 50 % +
Cavalry Up to 50%
1 Unit of Mortis Knights or Wraiths or Wraith Knights per Division
Flyers up to 25%
Monsters up to 25%
Artillery 1 in 8 units can be artillery

One Division or Host must be led by an Undead Lord or Necromancer Lord. All the other Hosts in the
army must be led by any of the other available characters. Each Host must contain at least 4 units.
Note that swarms and artillery do not count towards this total. 1 in every 2 Battles can be joined by
an unattached commander (see page **)

The Living Dead Special Rules


The Living Dead Lord can be upgraded to a magic user with a SR for casting of 8 at a cost of 20 points
A Living Dead Commander can be upgraded to a magic user with a SR for casting of 7 at a cost of 10
points
An Living Dead magic user with access to level 3 spells can swap any one of their level 3 spells for a
new spell. The spell costs 4 magic flux to cast.
Raise the dead The magic user can raise a small unit of Skeletons warriors or zombies within 12
inches of their current position. This unit cannot be placed in combat. The new unit can have the
same spell cast on it by another wizard in the turn it was raised or the same wizard in another turn
and this will raise the small unit to a regular unit, and a regular unit to a large unit.
Zombies are raised on a roll two under strategy rating.
Skeletons are raised on a roll three or more under strategy rating.

When a living dead leader of a host dies (again) in battle, before replacing them with a replacement
commander, mark each and every one of the units in their host with 1 stamina hit.
Most living dead units are Reanimated that means that they can never make initiative moves, they
always get one move on a failed order, they are immune to fear and terror, they can never make
way and they ignore retreat results from shooting, treating it as hold your ground. Some living dead
units are Ethereal, enemy troops attacking ethereal troops half their attacks, rounding up.
Commanders and heros attacking ethereal troops count their full quota of attacks. Terrain does not

hinder ethereal troops. Ethereal troops can interpenetrate other friendly units with no chance of
disorder for either unit. Ethereal troops get one move on a failed order.

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