530 GC - Undead Warband Turn 2

Unit Name ## M WS BS S T W I A Ld Save Exp Cost
Sabriel (Necro) 1 4" 3 3 3 3 1 3 1/2 7 - 8 55
The Necromancer can use Necromantic magic. Now there's a surprise.; Free Dagger; +1 armour save, or save of 6+ if the model has none.; Spear (x1); Sword (x1)
  5. Call of Vanhel One Zombie of Dire Wolf within 6" may move again, up to it's M distance. If they move into contact with an enemy, they count as charging.; Difficulty (x6) [0]
Petal (Dregs) 1 4" 2 2 3 3 1 3 1/2 7 - 33
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Mace (x1); Helmet
Zombies 4 4" 2 - 3 3 1 1 1 5 - 60
Cause Fear. May not Run (but may charge as normal). Immune to Psychology (never leave combat). Immune to Poison. No Pain: Treat 'Stunned' injuries as 'Knocked Down'. No Brain: Never gain experience.
Abhorsen (Vampr) 1 6" 4 4 4+1 4 2: OO 5 2 8 - 20 130
Leader: Any model within 6" of the Vampire may use his leadership instead of their own. Cause Fear. Immune to psychology (never leave combat). Immune to Poison. No Pain: Treat 'Stunned' injuries as 'Knocked Down'.; Free Dagger; +1 armour save, or save of 6+ if the model has none.; Bow; Halberd (x1)
Artex (DireW) 1 9" 3 - 4 3 1 2 1 4 - 50
+1 Attack when charging. Cause Fear. May not Run (but may charge as normal). Immune to Psychology (never leave combat). Immune to Poison. No Pain: Treat 'Stunned' injuries as 'Knocked Down'. You Can't Teach an Old Dog New Tricks: Never gain expierience.
Yesac (DireW) 1 9" 3 - 4 3 1 2 1 4 - 50
+1 Attack when charging. Cause Fear. May not Run (but may charge as normal). Immune to Psychology (never leave combat). Immune to Poison. No Pain: Treat 'Stunned' injuries as 'Knocked Down'. You Can't Teach an Old Dog New Tricks: Never gain expierience.
Sorgrad (Dregs) 1 4" 2 2 3 3 1 3 1/2 7 - 23
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Mace (x1)
Sorgren (Dregs) 1 4" 2 2 3 3 1 3 1/2 7 - 30
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Spear (x1)
Saben (Warlk) 1 4" 2 2 3 3 1 4 1 8 - 30
15 GC upkeep cost. Warlocks start out with 2 spells. If they gain a new skill, they can choose to gain another spell instead.; Staff (x1)
  4. Silver Arrows of Arha The wizard can shoot D6+2 arrows at one enemy model. The arrows are shot as if from a bow with a 24" range, with no penalties for moving, cover, etc. They cause 1 S3 hit each.; Difficulty (x7) [0]
  2. Flight of Zimmeran The wizard may immediately move anywhere within 12". If he moves into base contact with an enemy he counts as charging. If he charges a fleeing enemy, he scores 1 automatic hit, then his opponent flees again.; Difficulty (x7) [0]
Zombies 4 4" 2 - 3 3 1 1 1 5 - 60
Cause Fear. May not Run (but may charge as normal). Immune to Psychology (never leave combat). Immune to Poison. No Pain: Treat 'Stunned' injuries as 'Knocked Down'. No Brain: Never gain experience.
Stash 1 - - - - - - - - - - 9
Gold (x9); Wyrdstone Shards (x1)
  Armour & Shield 1 - - - - - - - - - - [0]
  Ranged 1 - - - - - - - - - - [0]
  Hand to hand 1 - - - - - - - - - - [0]
Option Footnotes:
  Bow 1 Attack, 24" R, S3.
  Dagger +1 armour save, or save of 6+ if the model has none.
  Halberd +1 Strength. Requires 2 hands to use.
  Helmet If the model is 'Stunned', roll a dice - on a 4+ it is 'Knocked Down' instead.
  Mace Concussion: Injury rolls of 2-4 cause the victim to be 'Stunned'.
  Spear Always strikes first in the first round of combat, even if charged. +1 Strength on cavalry charge.
  Staff Concussion: Injury rolls of 2-4 cause the victim to be 'Stunned'.
  Sword Parry: When your opponent rolls to hit, roll a D6. If you beat his highest 'to hit' score, one attack against you is negated.
Total Warband Cost: 530 GC.
Notes:
Heroes get new advances at 2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83 and 90 experience.
Henchmen and Hired Swords get new advances at 2, 5, 9 and 14 experience.
Heroes make Insanity Rolls at 1, 8, 15, 22, 28, 34, 40, 45, 50, 55, 59, 63, 67, 71, 74, 77, 80, 83, 85, 87, and 89 Insanity Points. Character must retire at 90 Insanity Points. Roll 4D6 and consult the chart in Town Cryer 8. This is done immediately.
Gain as follows: +1 for failing a fear or terror test, casting a Chaos or Necromantic spell, receiving a critical wound, getting poisoned or taking drugs. Cultists, Dregs, Magisters, and Necromancers gain 1/2 IP's.

Warband Rating: 119
Number of models: 16


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Gold Crowns Unused Percent
Heroes (>=1model <=6model) 5 1 280 250 52%
Henchmen (N/A) 10 n/a 220 310 41%
HiredSwd (N/A) 1 n/a 30 500 5%
Dramatis (N/A) 0 n/a 0 530 0%
Warriors (>=3model <=15model) 15 0 0 530 0%
Special Things Summary 3 n/a 0 n/a 0%

Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc.