Hero
Necromancer | M | WS | BS | S | T | W | I | A | Ld | ASv | WSv | Type | Pts |
Necromancer | 4 | 3 | 3 | 3 | 3 | 2 | 3 | 1 | 7 | - | - | In | 150 |
Wargear: Hand Weapon.
Upgrades: Level 2 Wizard; Dispel Scroll; Book of Arkhan.
Special: Undead.
|
Necromancer | M | WS | BS | S | T | W | I | A | Ld | ASv | WSv | Type | Pts |
Necromancer | 4 | 3 | 3 | 3 | 3 | 2 | 3 | 1 | 7 | - | - | In | 150 |
Wargear: Hand Weapon.
Upgrades: Level 2 Wizard; Channeling Staff; The Cursed Book.
Special: Undead.
|
Core
Crypt Ghouls x 35 | M | WS | BS | S | T | W | I | A | Ld | ASv | WSv | Type | Pts |
Crypt Ghoul | 4 | 3 | 0 | 3 | 4 | 1 | 3 | 2 | 5 | - | - | In | 360 |
Wargear: Hand Weapon.
Upgrades: Crypt Ghast.
Special: Poisoned Attacks; Undead.
|
M | WS | BS | S | T | W | I | A | Ld | ASv | WSv | Type | Pts | |
Crypt Ghast | 4 | 3 | 0 | 3 | 4 | 1 | 3 | 3 | 5 | - | - | - | - |
Zombies x 30 | M | WS | BS | S | T | W | I | A | Ld | ASv | WSv | Type | Pts |
Zombie | 4 | 1 | 0 | 3 | 3 | 1 | 1 | 1 | 2 | - | - | In | 100 |
Wargear: Hand Weapon.
Upgrades: Musician; Standard Bearer.
Special: Always Strikes Last; The Newly Dead; Undead.
|
Zombies x 30 | M | WS | BS | S | T | W | I | A | Ld | ASv | WSv | Type | Pts |
Zombie | 4 | 1 | 0 | 3 | 3 | 1 | 1 | 1 | 2 | - | - | In | 100 |
Wargear: Hand Weapon.
Upgrades: Musician; Standard Bearer.
Special: Always Strikes Last; The Newly Dead; Undead.
|
Dire Wolves x 5 | M | WS | BS | S | T | W | I | A | Ld | ASv | WSv | Type | Pts |
Dire Wolf | 9 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 3 | - | - | WB | 40 |
Wargear: Hand Weapon.
Special: Slavering Charge; Undead; Vanguard; Swiftstride.
|
Dire Wolves x 5 | M | WS | BS | S | T | W | I | A | Ld | ASv | WSv | Type | Pts |
Dire Wolf | 9 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 3 | - | - | WB | 40 |
Wargear: Hand Weapon.
Special: Slavering Charge; Undead; Vanguard; Swiftstride.
|
Special
Corpse Cart | M | WS | BS | S | T | W | I | A | Ld | ASv | WSv | Type | Pts |
Corpse Cart | - | - | - | 4 | 4 | 4 | - | - | - | 5+ | - | Ch | 120 |
Upgrades: Unholy Lodestone.
Special: Regeneration(4+); Undead; Vigour Mortis; Swiftstride.
|
M | WS | BS | S | T | W | I | A | Ld | ASv | WSv | Type | Pts | |
Corpsemaster | - | 3 | 0 | 3 | - | - | 2 | 1 | 5 | - | - | - | - |
M | WS | BS | S | T | W | I | A | Ld | ASv | WSv | Type | Pts | |
The Restless Dead | 4 | 1 | - | 3 | - | - | 1 | 2D6 | - | - | - | - | - |
Special: Random Attacks (2D6).
|
Hexwraiths x 5 | M | WS | BS | S | T | W | I | A | Ld | ASv | WSv | Type | Pts |
Hexwraith | 6 | 3 | 0 | 3 | 3 | 1 | 2 | 1 | 5 | 6+ | - | Ca | 150 |
Wargear: Great Weapon.
Special: Ethereal; Fast Cavalry; Soul Reapers; Soulstriders; Spectral Hunters; Terror; Undead; Swiftstride.
|
M | WS | BS | S | T | W | I | A | Ld | ASv | WSv | Type | Pts | |
Skeletal Steed | 8 | 2 | 0 | 3 | 3 | 1 | 2 | 1 | 3 | - | - | - | - |
Special: Spectral Steeds; Undead.
|
Hexwraiths x 5 | M | WS | BS | S | T | W | I | A | Ld | ASv | WSv | Type | Pts |
Hexwraith | 6 | 3 | 0 | 3 | 3 | 1 | 2 | 1 | 5 | 6+ | - | Ca | 150 |
Wargear: Great Weapon.
Special: Ethereal; Fast Cavalry; Soul Reapers; Soulstriders; Spectral Hunters; Terror; Undead; Swiftstride.
|
M | WS | BS | S | T | W | I | A | Ld | ASv | WSv | Type | Pts | |
Skeletal Steed | 8 | 2 | 0 | 3 | 3 | 1 | 2 | 1 | 3 | - | - | - | - |
Special: Spectral Steeds; Undead.
|
Rare
Black Coach | M | WS | BS | S | T | W | I | A | Ld | ASv | WSv | Type | Pts |
Black Coach | - | - | - | 5 | 6 | 4 | - | - | - | 3+ | 4+ | Ch | 195 |
Special: Evocation of Death; Terror; Undead; Vampiric; Swiftstride.
|
M | WS | BS | S | T | W | I | A | Ld | ASv | WSv | Type | Pts | |
Cairn Wraith | - | 3 | 0 | 3 | - | - | 2 | 3 | 5 | - | - | - | - |
Wargear: Great Weapon.
Special: Chill Grasp.
|
M | WS | BS | S | T | W | I | A | Ld | ASv | WSv | Type | Pts | |
Nightmare | 8 | 3 | 0 | 4 | 4 | 1 | 2 | 1 | 3 | - | - | - | - |
Special: Undead.
|
Magic Items
Book of Arkhan | Bound Spell (Power Level 3). This item casts Vanhel's Danse Macabre spell. |
Channeling Staff | The Wizard adds +1 to all of his channeling attempts. |
Dispel Scroll | One use only. When an enemy spell has been cast, a wizard who has a dispel scroll can read it instead of attempting to dispel the spell by using dispel dice. This automatically dispels the enemy spell; no dice roll is required. Note that even a dispel scroll will not help if the spell has been cast with irresistible force. Note also that a dispel scroll cannot be used to dispel spells that remain in play other than at the moment they are cast. |
The Cursed Book | At the beginning of the bearer's Magic phase, the bearer may choose to sacrifice D3 power dice from the pool. If he does so, roll a D6 on the following chart. Assuming there is a viable target for the indicated spell, that spell is automatically cast at its minimum casting value, require no power dice. A dispel attempt can be made as normal. If you don't have the requisite number of dice to sacrifice, then you lose what dice you have and the book has no effect this turn. 1: Melkoth's Mystifying Miasma (Lore of Shadow), 2: The Enfeebling Foe (Lore of Shadow), 3: The Withering (Lore of Shadow), 4: Soulblight (Lore of Death), 5: Doom and Darkness (Lore of Death), 6: Curse of the Midnight Wind (Lore of Heavens) |
I updated my list for tomorrow in hopes that someone actually shows up to play. I was doing my research and realized that my black knights are 1) not real black knights and just mashed together with Britonians in hopes to look black knighty enough, and 2) not enough to form up even two basic ranks without having two characters on mounts with them. That means that it was time for me to look at things again and play around with the points. That means that I'm dropping them off the team, picking up a whole lot more ghouls, having two zombie buses with necros in front, and giving that silly corpse cart a second go in hopes that we can do some nasty work in tarpit land. Zombies on either side of the cart to protect it, and then just pray that between the invocations, the ASF from the cart, and all of the fun and games that will happen from there that I'll have a much better pit to suck some points into. Hopefully tomorrow I'll be able to see how it works on the table, but you never know.
In other bonus info I'm going to see if these hexes are worth their points. They're expensive, and I think I can yo-yo them around, but it really depends on movement and praying that I can get the movement off before they get charged. As long as they can sneak up, and I can manage to possible get a Van's off on them, I'm sure they'll get there, it's just a lot of if's to that plan.
For those that are reading this, please, if you're in Utah Valley, and want to play, hit me up because right now I feel like there's no one in the area that plays. Either way, here's the list. . . oh and I forgot, Mannfred is part of it as well because he needs some field time.
Finally - I was thinking about buying things, but then I tabled all of my grey horde and realized just how much I still have to paint and yeah, there's not a chance that I'm going to buy anything new any time soon. I forget just how huge that army I bought from CL actually is. It's BIG. I wonder what in the world the guy was thinking because some of his units are just weird, like the massive squad of 20 (that's right 20) dire wolves. I'm rambling now, but at least I have something to ramble about.
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