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THGC 2500 Loke - New Recruit

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Thgc 2500 Loke [2501pts]

Main Force [2501pts] (Vampire Counts)


NAME PTS OPTIONS
1x Master Necromancer [475pts]: General, Hand Weapon, Dark Magic,
Master Lore Familiar [30pts], Armour of Destiny [70pts], Zombie Dragon
475
Necromancer [215pts], Full Plate Armour, Pestilential breath, Wicked Claws, Wizard
Level 4 [30pts]
Tomb
90 1x Tomb Banshee [90pts]: Hand Weapon
Banshee
1x Vampire Count [505pts]: Hand Weapon, Necromancy, Spell Familiar
Vampire [15pts], Arcane Familiar [15pts], Zombie Dragon [215pts], Full Plate
505
Count Armour, Pestilential breath, Wicked Claws, Beguile [40pts], Master of the
Black Arts [30pts], Wizard Level 1 [30pts]
1x Wight Lord [175pts]: Battle Standard Bearer [90pts], Banner of the
Barrows [65pts], Lance [4pts], Hand Weapon, Heavy Armour, Sword of
Wight Lord 175
Swiftness [25pts], Skeletal Steed [14pts], Barding, Hand Weapon, Shield
[2pts]
(20) Crypt 1x Crypt Ghast [6pts]
186
Ghouls 20x Crypt Ghoul [180pts]: Hand Weapon
(10) Crypt 1x Crypt Ghast [6pts]
96
Ghouls 10x Crypt Ghoul [90pts]: Hand Weapon
1x Musician [6pts]
1x Seneschal [6pts]
(20) Grave
278 1x Standard Bearer [6pts]
Guard
20x Grave Guard [220pts]: Shield, Hand Weapon, Heavy Armour
Drilled [40pts]
1x Musician [5pts]
(20)
1x Skeleton Champion [5pts]
Skeleton 115
1x Standard Bearer [5pts]
Warriors
20x Skeleton Warrior [100pts]: Hand Weapon, Light Armour, Shield
8x Black Knight [192pts]: Hand Weapon, Heavy Armour, Shield
1x Hell Knight [6pts]
(8) Black
242 1x Musician [6pts]
Knights
1x Standard Bearer [6pts]
Barding [16pts], Lance [16pts], Skeletal Steed, Hand Weapon
(3) Spirit
147 3x Spirit Host [147pts]: Hand Weapon
Hosts

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(6) 1x Hellwraith [6pts]
192
Hexwraiths 6x Hexwraith [186pts]: Great Weapon, Hand Weapon
Spectral Steed, Hand Weapon

475 PTS MASTER NECROMANCER


Unit Troop Type Unit Size
Master Necromancer Regular infantry (character) 1
Model M WS BS S T W I A Ld
Master Necromancer 4 3 3 3 4 3 3 2 8
Zombie Dragon 6 4 - 6 (+1) (+5) 2 5 -
Weapon R S AP Special Rules Notes
Unless specified otherwise, all models are assumed to be equipped
Hand Weapon Combat S - -
with a hand weapon.
Pestilential Breath
N/A 2 -3
Breath Weapon
Wicked Claws Combat S -2 -
Arcane Items Description
Lore The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which
Familiar spells they know from their chosen lore (including that lore's signature spell).
Armour Description
Full Plate Armour Armour Value 4+
Base Base Size
Base[1] 25x25
Base[2] 100x150
Magic Armour Description
Armour of The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against
Destiny any wounds suffered.
Spell Type Casting Value Range Effect
Place a small (3") blast template so that its central hole
is directly over the center of the target enemy unit. Any
Magic
Doombolt 8+ 24" enemy model whose base lies underneath the template
Missile
risks being hit and suffering a single Strength 3 hit with
an AP of -2.
If this spell is cast with a casting result of 8 or more,
the target friendly unit gains a +D3 modifier to one of
the following characteristics (to a maximum of 10). If
Vanhal’s
1 Enchantment 8+/12+ 12 this spell is cast with a casting result of 12 or more, the
Danse Macabre
target friendly unit gains a +D3 modifier to two of the
following characteristics (to a maximum of 10). This
spell lasts until your next Start of Turn sub-phase.
Until your next Start of Turn sub-phase, the target
enemy unit suffers a -1 modifier to its Strength and
Word of Pain 1 Hex 10+ 18"
Toughness characteristics (to a minimum of 1). This
spell may target an enemy unit engaged in combat.
If this spell is cast with a casting result of 7 or more, a
single friendly unit that has the Necromantic Undead
special rule and is within the caster’s Command range

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gains the Reserve Move special rule. If this spell is cast
Hellish Vigour 2 Enchantment 9+/12+ Self with a casting result of 10 or more, every friendly unit
that has the Necromantic Undead special rule and is
within the caster’s Command range gains the Reserve
Move special rule. This spell lasts until the end of this
turn.
Place a flame template so that the narrow end touches
the caster's base edge and the board end is over a unit
Stream of they are engaged in combat with. Any model (friend or
2 Assailment 8+ Combat
Corruption foe) whose base lies underneath the template risks
being hit and suffering a single Strength 3 hit with an
AP of -1.
This spell can only target friendly characters, but may
target character engaged in combat. If the target
friendly character is not fleeing, you may immediately
Infernal
3 Conveyance 10+ 12" remove it from the battlefield and replace it anywhere
Gateway
within 12" of its original location, but not within 6" of
any enemy models.
Note that this spell allows a character to leave combat.
Place a unit of 2D3 Risen Zombies on the battlefield
anywhere completely within 12" of this model, but not
Raise Dead 3 Enchantment 10+ 12
within 1" of any enemy models. This unit cannot
declare a charge during the turn in which it was raised.
Remains in Play. Place a small (3") blast template so
that its central hole is within 12" of the caster. Whilst
in play, the template does not move and is treated as
dangerous terrain. Enemy units that end their
Magical movement within 12" of the template must
Phantasmagoria 4 9+ 12"
Vortex immediately make a Panic test. Those that fail will Fall
Back in Good Order or flee directly away from the
template. Those that pass (or that do not have to make
the test) become subject to the Impetuous special rule
whilst they remain within 12" of the template.
Until the end of this turn, the target friendly unit gains
Battle Lust 5 Enchantment 9+ 12"
the Frenzy and Hatred (all enemies) special rules.
A single enemy model the caster is engaged in combat
with suffers a single Strength 3 hit with the Multiple
Soul Eater 6 Assailment 7+ Combat Wounds (3) special rule and with no armour save
permitted (Ward and Regeneration saves can be
attempted as normal).
Special Rule Dark Vitality, General, Indomitable (1), Invocation Of Nehek, Lore Of Undeath,
Necromantic Undead, Regeneration (5+)
Keywords Characters, Lord, Wizard, Behemoth

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90 PTS TOMB BANSHEE
Unit Troop Type Unit Size
Tomb Banshee Regular infantry (character) 1
Model M WS BS S T W I A Ld
Tomb Banshee 6 3 0 3 3 2 3 1 6
Weapon R S AP Special Rules Notes
Hand Unless specified otherwise, all models are assumed to be equipped
Combat S - -
Weapon with a hand weapon.
Base Base Size
Base 25x25
Special Rule Ethereal, Indomitable (1), Magical Attacks, Necromantic Undead, Regeneration (6+), Terror,
Wailing Dirge
Keywords Characters, Regular Infantry

505 PTS VAMPIRE COUNT


Unit Troop Type Unit Size
Vampire Count Regular infantry (character) 1
Model M WS BS S T W I A Ld
Vampire Count 6 7 5 5 5 3 6 4 8
Zombie Dragon 6 4 - 6 (+1) (+5) 2 5 -
Weapon R S AP Special Rules Notes
Unless specified otherwise, all models are assumed to be equipped
Hand Weapon Combat S - -
with a hand weapon.
Pestilential Breath
N/A 2 -3
Breath Weapon
Wicked Claws Combat S -2 -
Arcane Items Description
The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one.
Arcane When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate
Familiar spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal,
replacing it with the signature spell of the same Lore of Magic.
0-1 per Wizard. The owner of a Spell Familiar knows one more spell (chosen in the usual way) than is
Spell normal for their Level of Wizardry.
Familiar
Note that this does not increase the Wizard's Level.
Armour Description
Full Plate Armour Armour Value 4+
Base Base Size
Base[1] 25x25
Base[2] 100x150
Spell Type Casting Value Range Effect
Place a small (3") blast template so that its central hole is
directly over the center of a unit the caster is engaged in
combat with. Once placed, the template will scatter D3+1".
Dwellers
Assailment 7+ Combat Any model whose base lies underneath the template's final
Bellow
position risks being hit and suffering a single Strength 3 hit

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with an AP of -.
Until your next Start of Turn sub-phase, the caster and any
unit they have joined gain a 6+ Ward save against any
Deathly wounds suffered that were caused by a non-magical enemy
1 Enchantment 10+ Self
Cabal attack. In addition, whilst this spell is in play, the affected
models gain the Fear special rule. If they already have the
Fear special rule, they instead gain Terror special rule.
If this spell is cast with a casting result of 8 or more, the
target friendly unit gains a +D3 modifier to one of the
Vanhal’s following characteristics (to a maximum of 10). If this spell is
Danse 1 Enchantment 8+/12+ 12 cast with a casting result of 12 or more, the target friendly
Macabre unit gains a +D3 modifier to two of the following
characteristics (to a maximum of 10). This spell lasts until
your next Start of Turn sub-phase.
If this spell is cast with a casting result of 7 or more, a single
friendly unit that has the Necromantic Undead special rule
and is within the caster’s Command range gains the Reserve
Hellish Move special rule. If this spell is cast with a casting result of
2 Enchantment 9+/12+ Self
Vigour 10 or more, every friendly unit that has the Necromantic
Undead special rule and is within the caster’s Command
range gains the Reserve Move special rule. This spell lasts
until the end of this turn.
The target enemy unit suffers 3D6 Strength 2 hits, with no
Unquiet Magic
2 8+ 15" armour save permitted (Ward and Regeneration saves can be
Spirits Missile
attempted as normal).
Place a unit of 2D3 Risen Zombies on the battlefield
Raise anywhere completely within 12" of this model, but not within
3 Enchantment 10+ 12
Dead 1" of any enemy models. This unit cannot declare a charge
during the turn in which it was raised.
Remains in Play. Place a large (5") blast template so that its
central hole is within 12" of the caster. Whilst in play, the
template does not move and is treated as dangerous terrain.
Spiritual Magical
3 11+ 12" Whilst within 8" of the template, enemy units suffer a -1
Vortex Vortex
modifier to their Leadership characteristic (to a minimum of
2) and cannot use their General's Inspiring Presence special
rule.
Until your next Start of Turn sub-phase, the target enemy unit
suffers a -1 modifier to its Movement, Weapon Skill and
Curse of
4 Hex 10+ 15" Toughness characteristic (to a minimum of 1). If the spell is
Years
cast the effects of any other Hex previously cast on the target
unit immediately expire.
Remains in Play. This spell can only target friendly characters
Spectral whose troop type is 'infantry'. Whilst this spell is in play, the
5 Conveyance 9+ 12"
Steed target friendly characters gains the Ethereal and Fly (10)
special rules.
Until the end of this turn, the target enemy unit suffers a -2
Spirit modifier to its Leadership characteristic (to a minimum of 2)
6 Hex 8+ 18"
Leech and cannot use their General's Inspiring Presence special rule.
This spell may target an enemy unit engaged in combat.
Special Rule Beguile, Dark Vitality, Flammable, Indomitable (2), Lore Of Undeath, Master Of The Black Arts,
Necromantic Undead, Regeneration (5+)

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Keywords Characters, Lord, Wizard, Behemoth

175 PTS WIGHT LORD


Unit Troop Type Unit Size
Wight Lord Regular infantry (character) 1
Model M WS BS S T W I A Ld
Skeletal Steed 7 2 - 3 - - 2 1 -
Wight Lord 4 4 0 4 5 2 4 2 8
Weapon Description
R: Combat S: S+2 AP: -2 Notes: Models whose troop type is ‘cavalry’ or ‘monster’ only. A lance can only
Lance 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. Special Rules: Armour Bane (1)
Weapon R S AP Special Rules Notes
Hand Unless specified otherwise, all models are assumed to be equipped
Combat S - -
Weapon with a hand weapon.
Armour Description
A model that rides a barded mount improves its armour value by 1. For example, a cavalry model equipped
Barding with heavy armour has an armour value of 5+. Should that model’s mount be barded, its armour value
would be improved by 1 by lowering the target number from 5+ to 4+.
Heavy
Armour Value 5+
Armour
A model that carries a shield improves its armour value by 1. For example, a model equipped with light
armour has an armour value of 6+. Should that model also carry a shield, its armour value would be
improved by 1 by lowering the target number from 6+ to 5+.
Shield
Note that if a model uses a weapon that has the Requires Two Hands special rule in combat, it cannot also
use a shield.
Base Base Size
Base[1] 25x25
Base[2] 30x60
Magic Standards Description
Wight Lord Battle Standard Bearer only. During the Combat phase, when a unit carrying the
Banner Of The
Banner of the Barrows makes a roll To Hit, a roll of 3+ is always a success, regardless of the
Barrows
target’s Weapon Skill.
Magic Weapons R S AP Special Rules
Sword Of Swiftness Combat S - Magical Attacks, Strike First
Special Rule Battle Standard Bearer, First Charge, Killing Blow, Necromantic Undead, Regeneration (6+),
Swiftstride
Keywords Characters, Heavy Cavalry

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186 PTS CRYPT GHOULS
Unit Troop Type Unit Size
Crypt Ghouls Regular infantry 10+
Model M WS BS S T W I A Ld
Crypt Ghast 5 3 3 3 4 1 3 3 5
Crypt Ghoul 5 3 3 3 4 1 3 2 5
Weapon R S AP Special Rules Notes
Hand Unless specified otherwise, all models are assumed to be equipped
Combat S - -
Weapon with a hand weapon.
Base Base Size
Base 25x25
Command Champion

Special Rule Move Through Cover, Necromantic Undead, Open Order, Poisoned Attacks, Regeneration (6+),
Reserve Move, Skirmishers
Keywords Core, Regular Infantry

96 PTS CRYPT GHOULS


Unit Troop Type Unit Size
Crypt Ghouls Regular infantry 10+
Model M WS BS S T W I A Ld
Crypt Ghast 5 3 3 3 4 1 3 3 5
Crypt Ghoul 5 3 3 3 4 1 3 2 5
Weapon R S AP Special Rules Notes
Hand Unless specified otherwise, all models are assumed to be equipped
Combat S - -
Weapon with a hand weapon.
Base Base Size
Base 25x25
Command Champion

Special Rule Move Through Cover, Necromantic Undead, Open Order, Poisoned Attacks, Regeneration (6+),
Reserve Move, Skirmishers
Keywords Core, Regular Infantry

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278 PTS GRAVE GUARD
Unit Troop Type Unit Size
Grave Guard Heavy infantry 10+
Model M WS BS S T W I A Ld
Grave Guard 4 3 3 4 4 1 3 1 7
Seneschal 4 3 3 4 4 1 3 2 7
Weapon R S AP Special Rules Notes
Hand Unless specified otherwise, all models are assumed to be equipped
Combat S - -
Weapon with a hand weapon.
Armour Description
Heavy
Armour Value 5+
Armour
A model that carries a shield improves its armour value by 1. For example, a model equipped with light
armour has an armour value of 6+. Should that model also carry a shield, its armour value would be
improved by 1 by lowering the target number from 6+ to 5+.
Shield
Note that if a model uses a weapon that has the Requires Two Hands special rule in combat, it cannot also
use a shield.
Base Base Size
Base 25x25
Command Champion, Musician, Standard Bearer

Special Rule Cleaving Blow, Close Order, Drilled, Indomitable (1), Necromantic Undead, Regeneration (6+)

Keywords Core, Heavy Infantry

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115 PTS SKELETON WARRIORS
Unit Troop Type Unit Size
Skeleton Warriors Regular infantry 10+
Model M WS BS S T W I A Ld
Skeleton Champion 4 2 2 3 3 1 2 2 5
Skeleton Warrior 4 2 2 3 3 1 2 1 5
Weapon R S AP Special Rules Notes
Hand Unless specified otherwise, all models are assumed to be equipped
Combat S - -
Weapon with a hand weapon.
Armour Description
Light
Armour Value 6+
Armour
A model that carries a shield improves its armour value by 1. For example, a model equipped with light
armour has an armour value of 6+. Should that model also carry a shield, its armour value would be
improved by 1 by lowering the target number from 6+ to 5+.
Shield
Note that if a model uses a weapon that has the Requires Two Hands special rule in combat, it cannot also
use a shield.
Base Base Size
Base 25x25
Command Champion, Musician, Standard Bearer

Special Rule Close Order, Horde, Necromantic Undead, Regeneration (6+)

Keywords Core, Regular Infantry

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242 PTS BLACK KNIGHTS
Unit Troop Type Unit Size
Black Knights Heavy cavalry 5+
Model M WS BS S T W I A Ld
Black Knight - 3 0 4 4 1 3 1 6
Hell Knight - 3 0 4 4 1 3 2 6
Skeletal Steed 7 2 - 3 - - 2 1 -
Weapon Description
R: Combat S: S+2 AP: -2 Notes: Models whose troop type is ‘cavalry’ or ‘monster’ only. A lance can only
Lance 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. Special Rules: Armour Bane (1)
Weapon R S AP Special Rules Notes
Hand Unless specified otherwise, all models are assumed to be equipped
Combat S - -
Weapon with a hand weapon.
Armour Description
A model that rides a barded mount improves its armour value by 1. For example, a cavalry model equipped
Barding with heavy armour has an armour value of 5+. Should that model’s mount be barded, its armour value
would be improved by 1 by lowering the target number from 5+ to 4+.
Heavy
Armour Value 5+
Armour
A model that carries a shield improves its armour value by 1. For example, a model equipped with light
armour has an armour value of 6+. Should that model also carry a shield, its armour value would be
improved by 1 by lowering the target number from 6+ to 5+.
Shield
Note that if a model uses a weapon that has the Requires Two Hands special rule in combat, it cannot also
use a shield.
Base Base Size
Base 30x60
Command Champion, Musician, Standard Bearer

Special Rule Cleaving Blow (Black Knights & Hell Knight only), Close Order, First Charge, Necromantic Undead,
Regeneration (6+), Swiftstride
Keywords Special, Heavy Cavalry

147 PTS SPIRIT HOSTS


Unit Troop Type Unit Size
Spirit Hosts Swarms 3-6
Model M WS BS S T W I A Ld
Spirit Host 6 3 0 3 3 4 1 4 4
Weapon R S AP Special Rules Notes
Hand Unless specified otherwise, all models are assumed to be equipped
Combat S - -
Weapon with a hand weapon.
Base Base Size
Base 40x40
Special Rule Bound Spirits, Ethereal, Magical Attacks, Necromantic Undead, Open Order, Regeneration (6+),
Reserve Move
Keywords Special, Swarms

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192 PTS HEXWRAITHS
Unit Troop Type Unit Size
Hexwraiths Light cavalry 5-10
Model M WS BS S T W I A Ld
Hellwraith - 3 0 3 3 1 2 2 5
Hexwraith - 3 0 3 3 1 2 1 5
Spectral Steed 8 2 - 3 - - 2 1 -
Weapon R S AP Special Rules Notes
Great Armour Bane (1), Requires
Combat S+2 -2 -
Weapon Two Hands, Strike Last
Hand Unless specified otherwise, all models are assumed
Combat S - -
Weapon to be equipped with a hand weapon.
Base Base Size
Base 30x60
Command Champion

Special Rule Ethereal, Flaming Attacks, Fly (8), Magical Attacks, Necromantic Undead, Open Order,
Regeneration (6+), Spectral Reapers, Swiftstride, Terror
Keywords Rare, Light Cavalry

Selection Rules
Champion
In combat, a champion that is within the fighting rank fights as normal. Enemy models that are in
base contact with a champion can direct attacks against that champion if they wish. Champions
can issue and accept challenges in the same manner as a character.
Musician
“Onwards To Victory!” If, once the combat result has been calculated, both sides have the exact
same number of points each, the side that has a musician in the front rank of one or more of its
units may claim a bonus of +1 combat result point.

If, however, the opposing side has a musician also, the redoubled efforts (and almighty clamour)
cancel each other out and neither side may claim this bonus.

Steadying Rhythm If a fleeing unit contains a musician, it may apply a +1 modifier to its
Leadership characteristic whenever it attempts to rally, up to a maximum of Leadership 10.

Quick Time Should a unit that contains a musician wish to march whilst within 8" of an enemy
unit, it may apply a +1 modifier to its Leadership characteristic, up to a maximum of Leadership
10, when making its Leadership test.

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Musicians As Casualties If a musician model is slain, another rank and file model belonging to
the same unit, but that is not a command group model, will retrieve the fallen instrument and take
their place. Therefore, a unit cannot lose its musician unless it, the standard bearer and the
champion are the only remaining models in the unit. This applies even if the musician is targeted
by an attack that allows a specific model within a unit to be targeted, or finds themselves lying
underneath a template.

If the only other remaining models in a unit are the champion and standard bearer, the musician
must be removed as a casualty before either.
Standard Bearer
If a unit includes a standard bearer, it may claim a bonus of +1 combat result point.

If a fleeing unit is run down by an enemy unit, or if a unit is destroyed in combat by an enemy
unit, its standard is claimed as a trophy. Standards claimed in this way are worth bonus Victory
Points at the end of the battle. Once a standard has been lost in this way, it cannot be reclaimed.
Battle Standard Bearer
This army list is intended for use alongside the ‘Forming Units’ and ‘Warhammer Armies’
sections of the Warhammer: the Old World rulebook. Over the following pages you will find
profiles and rules for each of the models in your army. These pages give you all of the
information that you need to shape your collection of models into the units which will in turn
form a force ready for battle.
Beguile
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.
Bound Spirits
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.
Cleaving Blow
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’, ‘regular 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.
Cleaving Blow (Black Knights & Hell Knight only)
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’, ‘regular 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).

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Note that if an attack wounds automatically, this special rule cannot be used.
Close Order
A unit consisting of models with this special rule may adopt a Close Order formation, as
described on page 100.
Dark Vitality
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.
Drilled
Unless it is fleeing, a Drilled unit may perform a free redress the ranks manoeuvre immediately
before moving. Once this manoeuvre is complete, the unit moves as normal. In addition, a Drilled
unit can march whilst within 8" of an enemy unit without first having to make a Leadership test.

Note that any character that joins a Drilled unit is considered to be Drilled as well.
Ethereal
Ethereal creatures treat all terrain as open ground for the purposes of movement. They cannot end
their movement inside impassable terrain, though they can pass through it. In addition, Ethereal
creatures can only be wounded by Magical attacks. Characters that are not Ethereal cannot join
units that are, and vice versa.
First Charge
If this unit’s first charge of the game is successful (i.e., if the unit makes contact with the charge
target), the charge target becomes Disrupted until the end of the Combat phase of that turn.
Flaming Attacks
Any attack made or hits caused by a model with this special rule, or made using a weapon or spell
with this special rule, is a ‘Flaming’ attack. In addition, a model with this special rule causes Fear
(as described on page 168) in models whose troop type is ‘war beasts’ or ‘swarms’.

Unless otherwise stated, a model with this special rule makes Flaming attacks both when
shooting and in combat (though any spells cast by the model are unaffected, as are any attacks
made with magic weapons they might be wielding).
Flammable
A model with this special rule cannot make a Regeneration save against a wound caused by a
Flaming attack.
Fly (8)
A model with this special rule can Fly. Models that can Fly can choose wither to move normally
on the ground (using their Movement characteristic), or to move by flying. How many inches a
model can Fly varies from model to model, and will be shown in brackets after the name of this
special rule. Models tat choose to move by flying:

- May move as normal (i.e. they may charge, march and manoeuvre as if moving on the ground),
except that they are able to pass freely above other models, units and terrain features without any
penalty, and they can march whilst within 8" of an enemy unit without first having to make a

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Leadership test.

- May end their movement in terrain, but will suffer its effects if they do. They cannot end their
movement 'on top' of impassable terrain or another unit, or within 1" of an enemy unit.

Models that can Fly must begin and end all their movement on the ground. A character with this
special rule cannot join a unit without this special rule, and vice versa.
General
Inspiring Presence: Warriors fight all the better under the stern gaze of their General. Unless your
General is fleeing, all friendly units within their Command range can use their Leadership
characteristic instead of their own (so rally your General first!).
Horde
A unit with this special rule may increase the maximum Rank Bonus it can claim (as determined
by its troop type) by one.
Indomitable (1)
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.
Indomitable (2)
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.
Invocation Of Nehek
During the Command sub-phase of their turn, if they are not engaged in combat, this character
may attempt to resurrect the fallen (see page 28) 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:
• If the unit’s troop type is ‘regular infantry’ or ‘heavy infantry’, it recovers a number of Wounds
equal to this character’s Level of Wizardry +D3.

• If the unit’s troop type is ‘swarms’, ‘light cavalry’ or ‘war beasts’, it recovers a number of
Wounds equal to this character’s Level of Wizardry +1.

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• If the unit’s troop type is ‘monstrous infantry’, ‘heavy cavalry’, ‘monstrous cavalry’ or ‘light
chariot’, it recovers a number of Wounds equal to this character’s Level of Wizardry.

• If the unit’s troop type is ‘heavy chariot’, ‘monstrous creature’, ‘behemoth’ or ‘war machine’, it
recovers a single Wound.
Killing Blow
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 ‘Killing Blow’. Enemy models whose troop type is ‘infantry’ or
‘cavalry’ are not permitted an armour or Regeneration save (see page 176) against a Killing Blow
(Ward saves can be attempted as normal). If an enemy model whose troop type is ‘infantry’ or
‘cavalry’ suffers an unsaved wound from a Killing Blow, it loses all of its remaining Wounds.

Note that if an attack wounds automatically, this special rule cannot be used.
Lore Of Undeath
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
Magical Attacks
Any attack made or hit caused by a model with this special rule, or made using a weapon with
this special rule, is a ‘Magical’ attack.

Note that all spells are considered to have this special rule, as are any hits caused by magic items.
Master Of The Black Arts
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.
Move Through Cover
Models with this special rule do not suffer any modifiers to their Movement characteristic for
moving through difficult or dangerous terrain. In addition, a model with this special rule may re-
roll any rolls of 1 when making Dangerous Terrain tests.
Necromantic Undead
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:
• Fear
• Immune to Psychology
• Unbreakable
• Unstable A character with this special rule cannot join a unit without this special rule, and vice
versa.

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Open Order
A unit consisting of models with this special rule may adopt an Open Order formation, as
described on page 182.
Poisoned Attacks
If a model with Poisoned Attacks rolls a natural 6 when making a roll To Hit, that hit will wound
automatically. Unless otherwise stated, a model with this special rule may use it when making
both shooting and combat attacks. Any spells cast by the model are unaffected, as are any attacks
made with magic weapons. Note that if an attack needs a To Hit roll of 7+, or hits automatically,
this special rule cannot be used.
Regeneration (5+)
A model with this special rule can make a 'Regeneration' save. The armour value of a
Regeneration save is shown in brackets after the name of this special rule (X+). A Regeneration
save can never be modified by the AP characteristic of a weapon and can be made in addition to
an armour save and Ward save. However, any wounds saved by a Regeneration save are still
counted for the purposes of calculating combat result.

Note that models with this special rule are often vulnerable to the Flaming Attacks or Magical
Attacks special rules.
Regeneration (6+)
A model with this special rule can make a 'Regeneration' save. The armour value of a
Regeneration save is shown in brackets after the name of this special rule (X+). A Regeneration
save can never be modified by the AP characteristic of a weapon and can be made in addition to
an armour save and Ward save. However, any wounds saved by a Regeneration save are still
counted for the purposes of calculating combat result.

Note that models with this special rule are often vulnerable to the Flaming Attacks or Magical
Attacks special rules.
Reserve Move
Unless it charged, marched or fled during the Movement phase of its turn, a unit with this special
rule may make a Reserve move at the end of the Shooting phase of its turn, after all shooting has
been resolved. A unit making a Reserve move moves as described in the Basic Movement rules.
It may manoeuvre normally, but cannot march.
Skirmishers
A unit consisting of models with this special rule may adopt a Skirmish formation, as described
on page 184.
Spectral Reapers
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.

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Swiftstride
A unit with this special rule increases its maximum possible charge range by 3" and, when it
makes a Charge, Flee or Pursuit roll, may apply a +D6 modifier to the result.
Terror
Models with this special rule cause Terror. Models that cause Terror also cause Fear, as described
on page 168:

• When a unit that causes Terror declares a charge, the charge target must immediately make a
Leadership test. If this test is failed, it must Flee. If this test is passed, it can declare its charge
reaction normally.

• If the winning side of a combat includes one or more units that cause Terror, each unit that
belongs to the losing side must apply a -1 modifier to its Leadership characteristic when making
its Break test.

Note that if a charged unit cannot choose to Flee, it does not make this Leadership test.

Models with the Fear special rule Fear models that cause Terror. Models that cause Terror are
immune to Terror. A unit that does not cause Terror does not become immune to Terror when
joined by a character that does.
Wailing Dirge
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.

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