| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Cairn Wraith | 6 | 4 | 0 | 3 | 3 | 3 | 2 | 2 | 6 | 50 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Master Necromancer | 4 | 3 | 3 | 3 | 4 | 3 | 3 | 2 | 8 | 130 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Necromantic Acolyte | 4 | 3 | 3 | 3 | 3 | 2 | 3 | 1 | 7 | 60 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Strigoi Ghoul King | 6 | 6 | 3 | 5 | 5 | 3 | 7 | 5 | 8 | 145 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Tomb Banshee | 6 | 3 | 0 | 3 | 3 | 2 | 3 | 1 | 6 | 90 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Vampire Count | 6 | 7 | 5 | 5 | 5 | 3 | 6 | 4 | 8 | 160 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Vampire Thrall | 6 | 6 | 4 | 5 | 4 | 2 | 5 | 3 | 7 | 75 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Wight King | 4 | 5 | 0 | 5 | 5 | 3 | 4 | 3 | 9 | 85 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Wight Lord | 4 | 4 | 0 | 4 | 5 | 2 | 4 | 2 | 8 | 40 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Bat Swarm | 1 | 3 | 0 | 2 | 2 | 5 | 4 | 5 | 3 | 39 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Black Knight | - | 3 | 0 | 4 | 4 | 1 | 3 | 1 | 6 | 24 |
| Hell Knight | - | 3 | 0 | 4 | 4 | 1 | 3 | 2 | 6 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Crypt Ghoul | 5 | 3 | 3 | 3 | 4 | 1 | 3 | 2 | 5 | 9 |
| Crypt Ghast | 5 | 3 | 3 | 3 | 4 | 1 | 3 | 3 | 5 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Dire Wolf | 9 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 3 | 8 |
| Doom Wolf | 9 | 3 | 0 | 3 | 3 | 1 | 3 | 2 | 3 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Grave Guard | 4 | 3 | 3 | 4 | 4 | 1 | 3 | 1 | 7 | 11 |
| Seneschal | 4 | 3 | 3 | 4 | 4 | 1 | 3 | 2 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Skeleton Warrior | 4 | 2 | 2 | 3 | 3 | 1 | 2 | 1 | 5 | 5 |
| Skeleton Champion | 4 | 2 | 2 | 3 | 3 | 1 | 2 | 2 | 5 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Zombie | 4 | 2 | 0 | 3 | 3 | 1 | 1 | 1 | 2 | 3 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Black Knight | - | 3 | 0 | 4 | 4 | 1 | 3 | 1 | 6 | 24 |
| Hell Knight | - | 3 | 0 | 4 | 4 | 1 | 3 | 2 | 6 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Corpse Cart | - | - | - | 4 | 4 | 4 | - | - | - | 115 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Crypt Horror | 6 | 3 | 0 | 4 | 5 | 3 | 2 | 3 | 5 | 46 |
| Crypt Haunter | 6 | 3 | 0 | 4 | 5 | 3 | 2 | 4 | 5 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Fell Bat | 1 | 3 | 0 | 3 | 3 | 2 | 3 | 2 | 3 | 15 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Grave Guard | 4 | 3 | 3 | 4 | 4 | 1 | 3 | 1 | 7 | 11 |
| Seneschal | 4 | 3 | 3 | 4 | 4 | 1 | 3 | 2 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Spirit Host | 6 | 3 | 0 | 3 | 3 | 4 | 1 | 4 | 4 | 49 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Terrorgheist | 6 | 3 | 0 | 5 | 6 | 6 | 3 | 4 | 4 | 205 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Vargheist | 6 | 4 | 0 | 5 | 4 | 3 | 4 | 3 | 7 | 61 |
| Vargoyle | 6 | 4 | 0 | 5 | 4 | 3 | 4 | 4 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Black Coach | - | - | - | 5 | 6 | 4 | - | - | - | 205 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Blood Knight | - | 5 | 3 | 4 | 4 | 1 | 4 | 2 | 7 | 39 |
| Kastellan | - | 5 | 3 | 4 | 4 | 1 | 4 | 3 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Hexwraith | - | 3 | 0 | 3 | 3 | 1 | 2 | 1 | 5 | 31 |
| Hellwraith | - | 3 | 0 | 3 | 3 | 1 | 2 | 2 | 5 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Terrorgheist | 6 | 3 | 0 | 5 | 6 | 6 | 3 | 4 | 4 | 205 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Vargheist | 6 | 4 | 0 | 5 | 4 | 3 | 4 | 3 | 7 | 61 |
| Vargoyle | 6 | 4 | 0 | 5 | 4 | 3 | 4 | 4 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Varghulf | 8 | 5 | 0 | 5 | 5 | 4 | 4 | 4 | 4 | 140 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Black Coach | - | - | - | 5 | 6 | 4 | - | - | - | +205 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Corpse Cart | - | - | - | 4 | 4 | 4 | - | - | - | +115 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Terrorgheist | 6 | 3 | 0 | 5 | 6 | 6 | 3 | 4 | 4 | +205 |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Special Rules: [Magical Attacks] |
If the wielder of Blood Drinker causes one or more unsaved wounds during the Combat phase, they recover a single lost Wound.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -2 | Armour Bane (1), Magical Attacks |
Models whose troop type is ‘cavalry’ or ‘monster’ only. The Dreadlance can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead. The wielder of the Dreadlance may re-roll any failed rolls To Hit made whilst using it.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | - | Killing Blow, Magical Attacks |
Any enemy model that suffers one or more unsaved wounds from the Frostblade must immediately make a Toughness test. If this test is failed, they gain the Strike Last special rule and must reduce their Initiative characteristic to 1 for the remainder of the game.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Killing Blow, Magical Attacks |
The wielder of the Sword of Kings strikes a Killing Blow if they roll a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
Models whose troop type is ‘infantry’ or ‘cavalry’ only. The Accursed Armour is a suit of full plate armour. In addition, its wearer has a +1 modifier to their Toughness characteristic, but suffers a -1 modifier to their Weapon Skill and Initiative characteristics (to a minimum of 1).
The Flayed Hauberk is a suit of heavy armour which may be worn by a Wizard without penalty. In addition, its wearer has a 6+ Ward save against any wounds suffered.
Wight Lord Battle Standard Bearer only. During the Combat phase, when a unit carrying the Banner of the Barrows makes a roll To Hit, a roll of 3+ is always a success, regardless of the target’s Weapon Skill.
If a unit carrying the Drakenhof Banner has the Regeneration (X+) special rule, it improves the armour value of its Regeneration save by 1.
A unit carrying the Standard of Hellish Vigour gains the Reserve Move special rule.
When an enemy unit makes a Leadership test due to Fear caused by a unit carrying the Screaming Banner, it must roll an extra D6 and discard the lowest result.
Necromancers whose troop type is ‘infantry’ only. The wearer of the Cloak of Mist & Shadows gains the Ethereal special rule.
Necromancers only. This model can cast the following Bound spell, with a Power Level of 2. Roll a D6 each time the Hand of Dust is used. On a roll of 1, it crumbles to dust and cannot be used again: Type: Assailment Casting Value: 9+ Range: Combat Effect: The target enemy unit suffers 2D6 Strength 5 hits, each with an AP of -1. Effect: The target enemy unit suffers 2D6 Strength 5 hits, each with an AP of -1.
Necromancers and Wights only. During the Command sub- phase of their turn, this character may attempt to enhance the sentience of those around them by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains a +D3 modifier to their Weapon Skill characteristic (to a maximum of 10).
The bearer of the Sceptre of de Noirot may attempt to resurrect the fallen by using the Invocation of Nehek special rule twice during their Command sub-phase (rather than the usual once). Roll a D6 each time the sceptre is used. On a roll of 1, the bearer loses a single Wound.
The bearer of the Skull Staff increases their Dispel range by 3" and, when attempting a Wizardly dispel, may apply a +1 modifier to their Dispel roll. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
0-1 per Wizard. The owner of a Spell Familiar knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry. Note that this does not increase the Wizard's Level.
The Crown of the Damned gives its wearer a 4+ Ward save against any wounds suffered. However, due to the wailing of the spirits trapped within the crown, its wearer is also subject to the Stupidity special rule.
Vampires only. Single use. When the wearer of the Von Carstein Ring loses their last Wound, roll a D6. On a roll of 2+, the Wound is not lost.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Armour Bane (1), Poisoned Attacks |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Poisoned Attacks |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Armour Bane (1), Poisoned Attacks |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| N/A | 2 | -3 | Breath Weapon |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | - | Poisoned Attacks, Strike First |
In combat, this model may make one of its attacks each turn with this weapon
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Armour Bane (1), Multiple Wounds (2) |
In combat, this model must make one of its attacks each turn with this weapon.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | N/A | Magical Attacks, Multiple Wounds (D3) |
No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | N/A | Magical Attacks |
No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | - |
Whilst within this model’s Command range, friendly units with the Necromantic Undead special rule gain a +1 modifier to their Movement and Initiative characteristics.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
Enemy Wizards that are within 15" of one or more models with this special rule when attempting to cast a spell must increase that spell’s casting value by 1.
A Vampire Thrall that has been upgraded to be your Battle Standard Bearer replaces the "Hold Your Ground" rule given in the Warhammer: the Old World rulebook with the version given below: "Hold Your Ground": Friendly units within the Battle Standard Bearer’s Command range may re-roll any failed Leadership test. In addition, friendly units within the Battle Standard Bearer’s Command range reduce the number of Wounds lost due to the Unstable special rule by D3.
Note that this is not cumulative with the Indomitable (X) special rule. If a unit is affected by both, use the highest value.
Enemy units must make a Leadership test before making any rolls To Hit against this Vampire during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
Enemy units cannot claim any bonus combat result points for being engaged with this model’s flank or rear arc.
All Wizards (friend or foe) may apply a +1 modifier to any Casting roll whilst within this model’s Command range. However, if any Wizard miscasts whilst within this model’s Command range, they must roll twice on the Miscast table and apply both results.
Unlike other swarms, this unit is not subject to the Undisciplined rule. In other words, this unit can use the Inspiring Presence rule of the army’s General and the Hold your Ground rule of a Battle Standard.
Enemy units engaged in combat with this model suffer a -1 modifier to their Initiative characteristic.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).
Note that if an attack wounds automatically, this special rule cannot be used.
Even if engaged in combat, this model can cast Scrying Pool, with a Power Level of 2
This Vampire has a +1 modifier to its Wounds characteristic.
This Vampire gains the Invocation of Nehek special rule. For the purposes of using this special rule, this model counts as a Level 1 Wizard.
Models with this special rule are not subject to the Death of a General rule. In addition, unless they have joined a unit that does not have this special rule they (and their mounts) can march as normal.
Models whose troop type is ‘infantry’ only. This Vampire gains the Fly (10) rule, but cannot join a unit.
Enemy units must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
A unit with this special rule that is arrayed in a Close Order formation, and that is equipped with and chooses to use shields, may choose not to Give Ground should it lose a round of combat.
However, if the winning side significantly outnumbers the losing side, it will overwhelm the loser. If the Unit Strength of the winning side is more than twice that of the losing side, this unit cannot use this special rule and must Give Ground as normal.
A unit with this special rule reduces the number of wounds suffered due to the Unstable special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. For example, if a character with Indomitable (2) joins a unit with Indomitable (1), the whole unit uses the character’s Indomitable (2) special rule.
When this model loses its last Wound, every unit in base contact with it (friend or foe) suffers D6 Strength 2 hits, each with an AP of -1.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to resurrect the fallen by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Necromantic Undead special rule and is within 12" of this character recovers a number of lost Wounds. However, magically repairing great Undead beasts is much harder than raising Zombies from the dirt. Therefore, how many Wounds are recovered depends upon the unit’s troop type and this character’s Level of Wizardry:
During the Command sub-phase of their turn, this Vampire may attempt to resurrect fallen creatures of the night by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit of Fell Bats, Bat Swarms or Dire Wolves that is within 12" of this model recovers D6 lost Wounds.
A Wizard with the ‘Lore of Undeath’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below:
• Vanhal’s Danse Macabre • Hellish Vigour • Raise Dead
Every model in a unit of Blood Knights can issue and accept challenges in the same manner as a character. However, a unit with this special rule cannot refuse a challenge – if a challenge is issued and a model belonging to this unit could accept it, a model belonging to the unit must accept it.
This Vampiric Power may only be taken by a Vampire Count that is a Level 2 Wizard, or by a Vampire Thrall that is a Level 1 Wizard. This Vampire increases their Level of Wizardry by 1.
Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules:
During a turn in which it charged, this model has a +1 modifier to its Strength characteristic.
A Black Coach is not wholly corporeal. To represent this, a Black Coach may become ‘Incorporeal’ during the Command sub-phase of its turn, and will remain Incorporeal until your next Start of Turn sub-phase. Whilst Incorporeal, a Black Coach:
A unit with this special rule may perform a ‘Spectral Reapers’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers a single Strength 4 hit, with no armour save permitted (Ward and Regeneration saves can be attempted as normal), and with the Flaming Attacks and Magical Attacks special rules, for each model in this unit that moved over it.
This Vampire gains the Terror special rule.
At the end of any Combat phase in which this character inflicted one or more unsaved wounds, roll a D6. On a roll of 6, this character recovers a single lost Wound. However, so great is this character’s hunger that, whenever they (and any unit they have joined) make a Pursuit roll, they roll only a single D6 (rather than the usual 2D6).
When resurrecting the fallen, a unit with this special rule can be taken beyond its starting size (but not beyond its maximum size).
During the Shooting phase of its turn, unless it marched during the preceding Movement phase, a model with this special rule may make a ‘Wailing Dirge’ attack. A Wailing Dirge attack may target any enemy unit that is within 8" of this model (including units that are engaged in combat) and that this model can draw a line of sight to, or that this model is engaged in combat with.
The target must make a Leadership test with a -2 modifier to its Leadership characteristic (to a minimum of 2). If this test is failed, the target suffers a number of wounds equal to the amount by which it failed the test, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Note that a Wailing Dirge attack can target an enemy character, regardless of the usual rules for targeting Lone characters.
When a friendly unit that is within 15" of this model recovers a number of lost Wounds due to a character using the Invocation of Nehek special rule, roll a D6. On a roll of 4+, the unit recovers one additional Wound. In addition, friendly units within 15" of this model reduce the number of Wounds lost due to the Unstable special rule by 1.
Note that this is cumulative with the Indomitable (X) special rule.
A Wight Lord that has been upgraded to be your Battle Standard Bearer replaces the "Hold Your Ground" rule given in the Warhammer: the Old World rulebook with the version given below: "Hold Your Ground": Friendly units within the Battle Standard Bearer's Command range may re-roll any failed Leadership test. In addition, friendly units within the Battle Standard Bearer’s Command range reduce the number of Wounds lost due to the Unstable special rule by D3. Note that this is not cumulative with the Indomitable (X) special rule. If a unit is affected by both, use the highest value.