Mystery shrouds the study of Necromancy. To learn this dark art, an aspirant must find a willing tutor and become their apprentice, or acquire forbidden books rich in the secrets of undeath. It is this intrinsic mystery that drives Necromancers to become servants of the Vampire Counts, hoping to learn first-hand from the masters 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.
Filled with magical energy, the Undead jerk forwards on the attack with tireless and unnatural speed.
Type | |
Casting Value | 8+/12+ |
Range | 12" |
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 this spell is cast with a casting result of 12 or more, the 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.
Movement
Weapon Skill
Initiative
The caster invigorates their ghastly warriors, who advance upon the foe with uncanny vigour.
Type | |
Casting Value | 7+/10+ |
Range |
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 Move special rule. If this spell is cast 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.
One skilled in the dark arts of Necromancy can awaken mortal remains to reinforce the Undead legions under their control.
Type | |
Casting Value | 10+ |
Range | 12" |
Place a unit of 2D3 Risen Zombies on the battlefield anywhere completely within 12" of this model, but not within 1" of any enemy models. This unit cannot declare a charge during the turn in which it was raised:
M | WS | BS | S | T | W | I | A | Ld | |
---|---|---|---|---|---|---|---|---|---|
Risen Zombie | 4 | 2 | 0 | 3 | 3 | 1 | 1 | 1 | 2 |
Troop Type: Regular Infantry
Base Size: 25 x 25 mm
Unit Size: 2D3
Equipment: Hand weapons
Special Rules: Necromantic Undead, Regeneration (6+), Skirmishers, The Newly Dead
Note that Risen Zombies are not worth any Victory Points.