Kings of War Foundry

Current Undead Army1,645 points

Total Points:
1,645
Units:
15
Models:
139
Average UnitRank:
384 (Average)
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Skeleton Warriors (Regiment)

SpeedMeleeRangedDefenceAttacksNervePoints
55-412- / 1690

Special Rules: Lifeleech (1), Shambling

Skeleton Warriors (Regiment)

SpeedMeleeRangedDefenceAttacksNervePoints
55-412- / 1690

Special Rules: Lifeleech (1), Shambling

Skeleton Warriors (Regiment)

SpeedMeleeRangedDefenceAttacksNervePoints
55-412- / 1690

Special Rules: Lifeleech (1), Shambling

Skeleton Warriors (Regiment)

SpeedMeleeRangedDefenceAttacksNervePoints
55-412- / 1690

Special Rules: Lifeleech (1), Shambling

Skeleton Warriors (Regiment)

SpeedMeleeRangedDefenceAttacksNervePoints
55-412- / 1690

Special Rules: Lifeleech (1), Shambling

Revenants (Regiment)

SpeedMeleeRangedDefenceAttacksNervePoints
54-512- / 17120

Special Rules: Lifeleech (1), Shambling

Zombie Trolls (Regiment)

SpeedMeleeRangedDefenceAttacksNervePoints
64-49- / 15115

Special Rules: Crushing Strength (2), Lifeleech (1), Shambling

Wights (Regiment)

SpeedMeleeRangedDefenceAttacksNervePoints
64-59- / 14155

Special Rules: Brutal, Crushing Strength (3), Lifeleech (1), Shambling

Wights (Regiment)

SpeedMeleeRangedDefenceAttacksNervePoints
64-59- / 14155

Special Rules: Brutal, Crushing Strength (3), Lifeleech (1), Shambling

Soul Reaver Cavalry (Troop)

SpeedMeleeRangedDefenceAttacksNervePoints
83-61012 / 14195

Special Rules: Crushing Strength (1), Lifeleech (2), Thunderous Charge (2)

Necromancer

SpeedMeleeRangedDefenceAttacksNervePoints
85-4110 / 12100

Options: Mount on an undead horse

Special Rules: Individual, Lifeleech (1), Surge (8)

Balefire Catapult

SpeedMeleeRangedDefenceAttacksNervePoints
5-541- / 11100

Special Rules: Blast (D6+2), Indirect Fire, Lifeleech (1), Piercing (2), Reload!, Shambling, Vicious

Revenant King

SpeedMeleeRangedDefenceAttacksNervePoints
54-5514 / 16120

Special Rules: Crushing Strength (1), Individual, Inspiring, Lifeleech (1), Surge (6)

Undead Army Standard Bearer

SpeedMeleeRangedDefenceAttacksNervePoints
55-41- / 1350

Special Rules: Individual, Inspiring, Lifeleech (1), Shambling

Necromancer

SpeedMeleeRangedDefenceAttacksNervePoints
55-4110 / 1285

Special Rules: Individual, Lifeleech (1), Surge (8)


Army Special Rules

Blast: If the unit's attack hits the target, the target suffers a number of hits equal to the number in brackets, rather than a single hit.

Brutal: When testing the Nerve of an enemy unit in melee with one or more of your units with this rule, add +1 to the total.

Crushing Strength: All melee hits inflicted by the unit have a +(n) modifier when rolling to damage.

Indirect Fire: The unit fires in high arcs, hitting the target from the top, which means it does not suffers the -1 to hit modifier for cover. On the other hand, the unit cannnot shoot targets that are within 12". Note that the firing unit does still need to see its target to fire at it.

Individual: Line of Sight Before being given an order, an individual may pivot to face any direction for free. Individuals never block line of sight or offer cover against ranged attacks. Move Individuals have the Nimble special rule. Shooting Individuals may pivot to face any direction for free before picking a target in the shooting phase. Enemies shooting against Individuals suffer an additionals -1 to hit modifier. Melee When charging an individual, a unit must make contact with the face that they started in as normal, however the Individual will turn to align flush with the unit's facing, rather than the unit aligning to the individual's facing. Enemies never double/treble their Attacks when fighting the individual (including against Individual War Engines). Similarly, the individual does not double/treble its own attacks when attacking an enemy in the flank/rear. It does still treble its attacks against war engines, however. If an individual is routed and the charger (including another individual) decides to advance D6 directly forward

Inspiring: If this unit, or any friendly non-allied unit within 6" of this unit, is Routed, the opponent must re-roll that Nerve test. The second result stands.

Lifeleech: In a melee, this unit regains one point of damage it has previously suffered for every point of damage it deals, up to a maximum of n.

Piercing: All ranged hits inflicted by the unit have a +(n) modifier when rolling to damage.

Reload!: The unit can fire only if it received a Halt order that turn.

Shambling: The unit cannot be ordered 'At the Double', except when carrying out a Vanguard move.

Surge: Spell. Range: 12". Friendly unit with the Shambling special rule only. Hits don't inflict damage. Instead, for every hit 'inflicted', the Shambling friendly unit moves straight forward a full inch (stopping just out of contact from friendly units and blocking terrain). If this movement brings it into contact with an enemy unit, treat this as a successful charge against the enemy facing that has been contacted. However, the charged unit will not take any Nerve tests for any damage it might have taken previously in that Shoot phase. If the Surge move took the unit over an obstacle or through difficult terrain then it will be hindered in the ensuing combat as normal. This spell has no effect on units with a speed of 0.

Thunderous Charge: All melee hits inflicted by the unit have a +(n) modifier when rolling to damage. This bonus is in addition to the unit's Crushing Strength (if any), however the unit loses this bonus when Disordered or during Hindered charges.

Vicious: Whenever the unit rolls to damage, it can reroll all dice that score a natural, unmodified 1.