563 GC - Undead Warband Turn 4

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 - 11 65
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.; Bow; 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 2" 1 2 3 4 1 3 1 7 - 2 40
Bow; Spear (x1)
  Broken Leg -1 Movement. [0]
  Broken Leg -1 Movement. [0]
  Hand Injury -1 Weapon Skill. [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.
Abhorsen (Vampr) 1 6" 4 4 4+1 4 2: OO 5 2 8 - 21 130
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 7 - 3 20
  Fearsome The warrior causes Fear. [0]
Sorgren (Dregs) 1 4" 2 1 3 3 1 3 1 7 -/5(UH) 2 20
Free Dagger; +1 armour save, or save of 6+ if the model has none.
  Blind in One Eye -1 Ballistic Skill. [0]
  Step Aside Extra 5+unmodified saving throw against HtH attacks. [0]
Saben (Warlk) 1 4" 2 2 3 3 1 4 1 8 - 3 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]
  5. Luck of Shemtek The wizard may re-roll all his failed dice rolls. The effect lasts until the beginning of his next turn.; Difficulty (x6) [0]
Zombies 3 4" 2 - 3 3 1 1 1 5 - 45
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 - - - - - - - - - - 13
Gold (x13); Wyrdstone Shards (x3)
  Armour & Shield 1 - - - - - - - - - - [0]
  Ranged 1 - - - - - - - - - - [0]
  Hand to hand 1 - - - - - - - - - - [0]
Ghouls 1 4" 2 2 3 4 1 3 2 5 - 40
Cause Fear.
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.
  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: 563 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: 133
Number of models: 16



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