heroquest monster manual 2014
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Heroquest Monster Manual 2014 for all you die hard HQ fans out there...KEEP THIS BOARDGAME ALIVE!TRANSCRIPT
HERO QUEST MONSTER MANUAL 2014Greenskins3Black Orcs3Goblins4Regular goblins4Night Goblins6Orcs10Regular Orcs10Savage Orcs12Other14Beastmen15Chaos18Beasts of Chaos18Daemons22Misc22Khorne27Nurgle29Slaanesh32Tzeentch34Mortals37Cult42Undead44Ethereals44Servants46Tomb Kings47More undead50Vampires56Drows58Fimirs63Lizardmen64Ogres, Giants & Other Humanoids68Skaven / Ratmen70Undivided70Clan Eshin72Clan Pestilens74Clan Skryre76Clan Moulder78Animals79Wild79Giant Reptiles83Monstrosities86Dragons86Trolls89Other90Conversion Rules93DragonStrike & HeroQuest93Warhammer Fantasy and HeroQuest96Last edit...2014-feb-24
GreenskinsBlack OrcsBlack Orcs
Black Orc
Movement: 7
Attack Dice: 3/3
Defend Dice: 3
Body Points: 2
Mind Points: 2 Black Orc Boss
Movement: 7
Attack Dice: 4/4
Defend Dice: 3
Body Points: 4
Mind Points: 3 Black Orc Big Boss
Movement: 7
Attack Dice: 4/4
Defend Dice: 4
Body Points: 6
Mind Points: 3 Black Orc War Boss
Movement: 7
Attack Dice: 5/5
Defend Dice: 4
Body Points: 12
Mind Points: 4
GoblinsRegular goblinsGoblins
Goblin / Dwarf warrior / Scout
Movement: 10
Attack Dice: 2
Defend Dice: 1
Body Points: 1
Mind Points: 2Goblin Archer / Human Archer / Dwarf
Crossbowman
Movement: 10
Attack Dice: 1
Defend Dice: 1
Ballistic Dice: 2
Body Points: 1
Mind Points: 2Goblin Spearmen / Human Swordsmen
Movement: 10
Attack Dice: 2
Defend Dice: 1
Body Points: 1
Mind Points: 2 Special Rules: Long weapons: Goblin Spearmen are
armed with all kinds of long weapons. They can attack diagonally as
if they where armed with a spear.Goblin Elite Spearmen Movement:
10
Attack Dice: 2
Defend Dice: 2 (1 + one extra for having a shield)
Body Points: 1
Mind Points: 2 Special Rules: Spear and shield: Goblin Elite
Spearmen are armed with both shields and spears. They can use both
at the same time and gains an extra defend dice and still attack
diagonally.Goblin Boss
Movement: 10
Attack Dice: 3
Defend Dice: 1
Body Points: 3
Mind Points: 3
Goblin Big Boss
Movement: 10
Attack Dice: 3
Defend Dice: 2
Body Points: 4 Mind Points: 3
Goblin War Boss / Dwarf Lord
Movement: 10
Attack Dice: 3
Defend Dice: 3
Body Points: 6
Mind Points: 4Goblin Shaman / Dwarf Wizard
Movement: 10
Attack Dice: 1
Defend Dice: 2
Body Points: 2
Mind Points: 4
Special Rules:
Magic Spells: Goblin Shaman takes 3 Chaos Spells or 3 Orc Shaman
Spells (Orc Shaman Spells are found in Wizards of Morcar
expansion).
Night GoblinsNight Goblins
Night Goblin
Movement: 10
Attack Dice: 2
Defend Dice: 1
Body Points: 1
Mind Points: 2
Special Rules:
Hate Dwarves: on the first turn of combat with a Dwarf a Night
Goblin may reroll one of their Attack Dice. The second result must
be accepted.Night Goblin Archer
Movement: 10
Attack Dice: 1
Defend Dice: 1
Ballistic Dice: 2
Body Points: 1
Mind Points: 2
Special Rules:
Hate Dwarves: on the first turn of combat with a Dwarf a Night
Goblin may reroll one of their Attack Dice. The second result must
be accepted.Night Goblin Netter
Movement: 10
Attack Dice: Special
Defend Dice: 1
Ballistic Dice: Special
Body Points: 1
Mind Points: 2
Special Rules:
Net: Instead of a normal attack Night Goblin Netters use nets to
ensnare their enemies. Roll a combat dice when attacking, on a
result of a skull the target is netted. While netted they cannot
move or attack and have one less defend dice. On their following
turn they may attempt to break free of the net by rolling a white
shield on a number of combat dice equal to their current attack
dice. Nets can be thrown 6 squares as well as being used in close
combat.
Night Goblin Fanatic
Movement: 2d6
Attack Dice: 5
Defend Dice: 1
Body Points: 1
Mind Points: 1
Special Rules:
Random Movement: Like heroes, Night Goblin Fanatics roll 2d6 for
movement. However if they roll a double 1 then they strangle
themselves with their ball and chain and are removed.
Fanatic: Night Goblin Fanatics drink a brew made of Mad Cap
Mushrooms which give the incredible strength but drives them
totally insane. They swing a massive iron ball on the end of a
chain in a circle spinning around wildly. A Night Goblin Fanatic
hits all adjacentfigures when they attack which causes 5 Combat
Dice of damage to each of them, this includesfigures in diagonal
adjacent squares. Night Goblins Fanatics will always move directly
towards a Hero no matter what. Due to their insanity Night Goblins
Fanaticsare immune to anything that effects Mind Points (sleep
spells etc).Night Goblin Squig Herder
Movement: 10
Attack Dice: 2
Defend Dice: 1
Body Points: 1
Mind Points: 2
Special Rules:
Squig Control: Squig Herders allow the Evil Wizard player to
control cave squigs as if they where any other monster. As long as
a Night Goblin Squig Herder is in the same room (or within 5
squares in passages and outdoors) then Cave Squigs ignore the Wild
rule (See Cave Squigs).
Diagonal Attack: Squig Herders are armed with long Squig prods.
They can attack diagonally as if they where armed with a
spear.
Hate Dwarves: on the first turn of combat with a Dwarf a Night
Goblin may reroll one of their Attack Dice. The second result must
be accepted.Night Goblin Squig Noiser
Movement: 10
Attack Dice: 0
Defend Dice: 1
Body Points: 1
Mind Points: 2
Special Rules:
Squig Control: Squig Herders allow the Evil Wizard player to
control cave squigs as if they where any other monster. As long as
a Night Goblin Squig Herder is in the same room (or within 5
squares in passages and outdoors) then Cave Squigs ignore the Wild
rule (See Cave Squigs).
Loud Noise: Night Goblin Squig Noisers are equiped with a number of
noisy instruments, such as cymbals and bag pipes. Any Spell Casting
character (a hero or monster) in the same room (or within 10
squares in passages or outdoors) as a Squig Noiser must roll a
White Shield on a single combat dice before they can cast a
spell.
Night Goblin Squig Hopper
Movement: 2d6
Attack Dice: 5
Defend Dice: 1
Body Points: 3
Mind Points: 1
Special Rules:
Random Movement: Cave Squigs like heroes move a random number of
squares determined by 2d6 roll.
Wild Ride: When ever the Evil Wizard player wants to move a Squig
Hopper he must roll a single Combat Die. On a roll of anything but
a Black Shield it is controlled normally otherwise the player with
the squig token (see Cave Squigs) gets to control the Squig Hoppers
Movement. It will then attack anything it is adjacent to at the end
of its move(The Evil Wizard player still gets to direct squigs
attack, the player only controls movement).
Bounce: When mounted by a Goblin, Cave Squigs begin to bounce and
buck to get them off. This allows them to move over furniture and
figures without penalty but they cannot end their turn on a
furniture piece or a figure.Night Goblin Boss
Movement: 10
Attack Dice: 2
Defend Dice: 2
Body Points: 3
Mind Points: 3
Special Rules:
Hate Dwarves: on the first turn of combat with a Dwarf a Night
Goblin may reroll one of their Attack Dice. The second result must
be accepted.Night Goblin Big Boss
Movement: 10
Attack Dice: 3
Defend Dice: 2
Body Points: 4
Mind Points: 3
Hate Dwarves: on the first turn of combat with a Dwarf a Night
Goblin may reroll one of their Attack Dice. The second result must
be accepted.Night Goblin War Boss
Movement: 10
Attack Dice: 3
Defend Dice: 3
Body Points: 6
Mind Points: 4
Hate Dwarves: on the first turn of combat with a Dwarf a Night
Goblin may reroll one of their Attack Dice. The second result must
be accepted.
Night Goblin Shaman
Attack Dice: 1
Defend Dice: 2
Body Points: 2
Mind Points: 4
Special Rules:
Magic Spells: Night Goblin Shaman takes 3 Chaos Spells or 3 Orc
Shaman Spells (Orc Shaman Spells are found in Wizards of Morcar
expansion).
Magic Mushrooms: Night Goblin Shamans eat mushrooms which enhance
their magical abilities. A Night Goblin Shaman may choose to eat a
mushroom before it casts a spell. Roll a single combat die, on the
roll of a White Shield the Night Goblin can keep the spell card for
future turns and does not have to discard it (or if you are using
rules for mana/power then it casts the spell for free). If it rolls
a Skull however it will lose a Body Point instead as it brain
begins to ooze out of its ears and the Night Goblin can do nothing
elseuntill it's next turn. If a Black Shield is rolled the Night
Goblin Shaman's eyes suddenly bulge, his cheeks puff up and his
head begins to swelland thenexplodes, showering all those adjacent
with brain matter, killing the Night Goblin Shaman instantly.
Hate Dwarves: on the first turn of combat with a Dwarf a Night
Goblin may reroll one of their Attack Dice. The second result must
be accepted.
OrcsRegular OrcsOrcs
Orc
Movement: 8
Attack Dice: 3
Defend Dice: 2
Body Points: 2
Mind Points: 2Orc Big'Un Polemen
Movement: 8
Attack Dice: 4
Defend Dice: 2
Body Points: 6
Mind Points: 2 Special Rules: Long weapons: Orc Polemen are armed
with long weapons such as halberds, greatswords, spears etc... that
all counts as spears. They can attack diagonally as if they where
armed with a spear.Orc Archer
Movement: 8
Attack Dice: 2
Defend Dice: 2
Ballistic Dice: 2
Body Points: 2
Mind Points: 2Orc Big'Un
Movement: 8
Attack Dice: 4
Defend Dice: 2
Body Points: 6
Mind Points: 2Orc Boss
Movement: 8
Attack Dice: 3
Defend Dice: 3
Body Points: 4
Mind Points: 2 Orc Big Boss
Movement: 8
Attack Dice: 4
Defend Dice: 4
Body Points: 6
Mind Points: 3
Orc War Boss
Movement: 8
Attack Dice: 5
Defend Dice: 4
Body Points: 10
Mind Points: 4Orc Shaman
Movement: 8
Attack Dice: 3
Defend Dice: 3
Body Points: 4
Mind Points: 5
Special Rules:
Magic Spells: Orc Shaman take 4 Chaos Spells or 4 Orc Shaman Spells
(Orc Shaman Spells are found in Wizards of Morcar expansion).
Savage OrcsSavage Orcs
Savage Orc
Movement: 8
Attack Dice: 3
Defend Dice: 1
Body Points: 2
Mind Points: 1
Special Rules:
Frenzy: Savage Orcs can attack twice on their first turn of combat.
The second attack can be used agains't the original opponent or any
adjacent opponent.
Protective Tattoos: Savage Orcs defend on a roll of both a White
Shield or a Black Shield.Savage Orc Archer
Movement: 8
Attack Dice: 2
Defend Dice: 1
Ballistic Dice: 2
Body Points: 2
Mind Points: 1
Special Rules:
Frenzy: Savage Orcs can attack twice on their first turn of combat.
The second attack can be used agains't the original opponent or any
adjacent opponent.
Protective Tattoos: Savage Orcs defend on a roll of both a White
Shield or a Black Shield.Savage Orc Boss
Movement: 8
Attack Dice: 3
Defend Dice: 2
Body Points: 4
Mind Points: 1
Special Rules:
Frenzy: Savage Orcs can attack twice on their first turn of combat.
The second attack can be used agains't the original opponent or any
adjacent opponent.
Protective Tattoos: Savage Orcs defend on a roll of both a White
Shield or a Black Shield.Savage Orc Big Boss
Movement: 8
Attack Dice: 4
Defend Dice: 2
Body Points: 7
Mind Points: 2
Frenzy: Savage Orcs can attack twice on their first turn of combat.
The second attack can be used agains't the original opponent or any
adjacent opponent.
Protective Tattoos: Savage Orcs defend on a roll of both a White
Shield or a Black Shield.
Savage Orc War Boss
Movement: 8
Attack Dice: 5
Defend Dice: 3
Body Points: 11
Mind Points: 3
Frenzy: Savage Orcs can attack twice on their first turn of combat.
The second attack can be used agains't the original opponent or any
adjacent opponent.
Protective Tattoos: Savage Orcs defend on a roll of both a White
Shield or a Black Shield.Savage Orc Shaman
Movement: 8
Attack Dice: 3
Defend Dice: 2
Body Points: 4
Mind Points: 5
Special Rules:
Magic Spells: Savage Orc Shaman take 4 Chaos Spells or 4 Orc Shaman
Spells (Orc Shaman Spells are found in Wizards of Morcar
expansion).
Protective Tattoos: Savage Orcs defend on a roll of both a White
Shield or a Black Shield.
Shamanic Power: If a Savage Orc Shaman is in the same room or
within6 squares in a passage or outdoors of other Savage Orcs
(Savage Orc, Savage Orc Boss etc) then all of them are able to
reroll their Defend Dice once each time they are attacked, they
must accept the second result, even if it is worse then the
original (The Savage Orc Shaman will always get a Defend Dice
reroll. If several Savage Orc Shamans are in the same room each
Savage Orc stillcan only rerollDefend Dice once per attack).
OtherOther Greenskins
Snotling
Movement: 12
Attack Dice: 1
Defend Dice: 1
Body Points: 1
Mind Points: 1
Special Rules:
Group Attack: When there is three or more Snotlings in combat with
a character, that character has become overwhelmedby them. With
three Snotlings attacking thefigure loses 1 Attack Die and for
every additional snotling they lose an additional Attack Die to a
minimum of one Attack Die. Even Snotlings that are in an adjacent
diagonal square will contribute to this.
BeastmenBeastmen
Ungor Beastman
Movement: 8
Attack Dice: 2
Defend Dice: 2
Body Points: 1
Mind Points: 2Gor Beastman
Movement: 6
Attack Dice: 2
Defend Dice: 3
Body Points: 3
Mind Points: 2Bestigor Beastman
Movement: 6
Attack Dice: 3
Defend Dice: 4
Body Points: 4
Mind Points: 2Centigor
Movement: 12
Attack Dice: 3
Defend Dice: 4
Body Points: 6
Mind Points: 2
Special Rules:
Charge: A Centigor is able to charge afigurebymoving 5 or more
squares in a straight line into an adjacent square withthem (not a
diagonal square)then it may roll 2 extra attack dice when it
attacks that turn. If the Centigor is already adjacent to a hero or
henchman at the beginning of the evil wizard player's turn then it
cannot charge that turn.
Large: TheCentigor miniature will more then likely take up more
then one square. Place the miniature so it only takes up2 squares
(don't worry if it overlaps other squares slightly).It can also
attack figures adjacently and diagonally.Beastman Champion
Movement: 6
Attack Dice: 4
Defend Dice: 4
Body Points: 5
Mind Points: 3
Beastman Chieftian
Movement: 6
Attack Dice: 4
Defend Dice: 5
Body Points: 7
Mind Points: 3 Beastlord
Movement: 6
Attack Dice: 5
Defend Dice: 5
Body Points: 13
Mind Points: 4Beastman Shaman
Movement: 6
Attack Dice: 2
Defend Dice: 3
Body Points: 4
Mind Points: 4
Magic Spells: Beastmen Shaman takes 4 Chaos Spells.Khorngor
Beastman
Movement: 6
Attack Dice: 3
Defend Dice: 4
Body Points: 4
Mind Points: 2
Special Rules:
Frenzy: Khorngor Beastmen can attack twice as many times on their
first turn of combat. The second attack can be used agains't the
original opponent or any other adjacent opponent.Khorngor
Champion
Movement: 6
Attack Dice: 4
Defend Dice: 4
Body Points: 5
Mind Points: 3
Special Rules:
Frenzy: Khorngor Champions can attack twice as many times on their
first turn of combat. The second attack can be used agains't the
original opponent or any other adjacent opponent.Pestigor
Beastman
Movement: 6
Attack Dice: 3
Defend Dice: 4
Body Points: 4
Mind Points: 2
Special Rules:
Disease: Pestigor Beastmen are blessed by their god with pestilence
and disease. WheneveraPestigor Beastmanattacks it will infect its
opponent with disease on a roll of a Black Shield (cannot be
defended agains't. Multiple Black Shields add no additional
effect). Place a token next to the character to show they are
diseased. For the rest of the adventure the Hero has their Attack
Dice, Defend Dice and Movement halved unless they can find a
cure.
Pestigor Champion
Movement: 6
Attack Dice: 4
Defend Dice: 4
Body Points: 5
Mind Points: 3
Special Rules:
Disease: Pestigor Champions are blessed by their god with
pestilence and disease. Whenevera Pestigor Championattacks it will
infect its opponent with disease on a roll of a Black Shield
(cannot be defended agains't. Multiple Black Shields add no
additional effect). Place a token next to the character to show
they are diseased. For the rest of the adventure the Hero has their
Attack Dice, Defend Dice and Movement halved unless they can find a
cure.
Chaos Beastman Halberdiers
Movement: 6
Attack Dice: 4
Defend Dice: 3
Body Points: 4
Mind Points: 2 Special Rules: Halberd: Chaos Beastmen are armed
with halberds. They can attack diagonally as if they where armed
with a spear.Chaos Beastman Halberdier Sergeant
Movement: 6
Attack Dice: 4
Defend Dice: 4
Body Points: 5
Mind Points: 2 Special Rules: Halberd: Chaos Beastmen are armed
with halberds. They can attack diagonally as if they where armed
with a spear.Chaos Beastman Halberdier Commander
Movement: 6
Attack Dice: 5
Defend Dice: 4
Body Points: 6
Mind Points: 2 Special Rules: Halberd: Chaos Beastmen are armed
with halberds. They can attack diagonally as if they where armed
with a spear.
ChaosBeasts of ChaosBeasts of Chaos
Chaos Dragon (Dragon from Descent is considered a Chaos
Dragon)
Movement: 12
Attack Dice: 7/7/7/7
Defend Dice: 9
Ballistic Dice: 5/3
Body Points: 18
Mind Points: 8
Special Rules:
Flight: Chaos Dragons can fly over furniture and obstacles (such as
pit traps) and otherfigures with no penalty. They cannot end their
move on a piece of furniture orfigure however.
Fire Breath: The Chaos Dragon has two ranged breath attacks, one
from each of its heads. The first is a breath of flame. Place the
dragon breath template infront of the dragon in the direction you
wish it to use its breath attack (must be a straight line, not
diagonal). Ignore the fact that the template may go over into the
next room or through walls down a passage, the breath attack cannot
pass through solid walls or closed doors.Each figurethat falls
under the template takes5 Attack Dice of damage.
Poison Breath: The second Chaos Dragon's head breathes out deadly
poisonus fumes. Place the dragon breath template infront of the
dragon in the direction you wish it to use its breath attack (must
be a straight line, not diagonal). Ignore the fact that the
template may go over into the next room or through walls down a
passage, the breath attack cannot pass through solid walls or
closed doors.Each figurethat falls under the template takes3 Attack
Dice of damage. For every Black Shield rolled the target is
poisoned (multiple Black Shields cause no aditional effect. The
character cannot defend agains't the Black Shield). Place a marker
by the character to show this. On each of their turns they must
roll a combat dice. On a roll of a Skull they lose a Body Point and
on a roll of a Black Shield the poison has run its course and you
can remove the token.
Fearsome: Chaos Dragons are so huge and unnerving that any
character wanting to attack one must roll a White Shield on a
number of Combat Die equal to their initial attack dice (e.g. 3 for
the Barbarian, 2 for the Elf, etc).If they fail to do so they are
overcome with fear and cannot attack the monster in hand to hand
combat, but may cast spells or shoot ranged weapons at them as
normal. Henchmen may only ever roll 1 Combat Die when trying to
attack a fearsome monster.
Large: TheChaos Dragonminiature will more then likely take up more
then one square. Place the miniature so it only takes up 4 squares
(don't worry if it overlaps other squares slightly).It can also
attack figures adjacently and diagonally.Chaos Hound
Movement: 12
Attack Dice: 4
Defend Dice: 2
Body Points: 2
Mind Points: 2
Giant Chaos Ogre
Movement: 4
Attack Dice: 6
Defend Dice: 5
Body Points: 10
Mind Points: 2 Special Rules: Large: Theminiature will more then
likely take up more then one square. Place the miniature so it only
takes up 4 squares (don't worry if it overlaps other squares
slightly).It can also attack figures adjacently and
diagonally.Chaos Spawn
Movement: 2d6
Attack Dice: 1d6
Defend Dice: 4
Body Points: 10
Mind Points: 0
Special Rules:
Random Movement: Chaos Spawn like heroes move a random number of
squares determined by 2d6 roll.
Random Attack: Chaos Spawn have a random number of Attack Dice
determined by a 1d6 roll before they attack.
Wild: Chaos Spawn are twisted mutations of humankind and have lost
all sanity or even instinct, and slither around gibbering, hissing
or howling, attacking anything in their way. A Chaos Spawn will
always charge towards the closestfigure and attack them unless it
is a daemon (in which case they will ignore them). If there are no
figures in the same room or passage give the player on the Evil
Wizard's left a token (call it the Spawn Token) now both of you
roll a 1d6. The person with the highest score controls the spawns
movement this turn (reroll ties and once finished, the player
passes the token onto the player on their left and so on, skipping
the Evil Wizard player). Note: If any daemon is in the same room or
within 5 squares in a passage or outdoors, then the chaos spawn
will be controlled by the Evil Wizard player like any other
monster.
Unitelligent: Chaos Spawn have lost any sign of thought or even
basic instinct. They are immune to any spells or attacks that would
effect the mind (sleep, fear etc). Poison and disease have no
effect as there blood is alreadythoroughly poisoned.Due to the
nature of their formsthey haveall the vunerabilities of a
daemon.
Chaos Troll
Movement: 6
Attack Dice: 6/6
Defend Dice: 4
Body Points: 10
Mind Points: 1
Special Rules:
Regeneration: At the beginning of the Evil Wizard player's turn
roll a Combat Die for each wounded troll. If you roll anything but
a Skull then the troll regenerates a Body Point (Trolls cannot
regenerate more Body Points then they originally start with). A
troll that is wounded by fire cannot regenerate any more Body
Points from that point on, even ones caused by none fire
attacks.
Stupidity: Before a Troll moves or attacks, roll 1d6. If a 1, 2 or
3is rolled, roll the 1d6 again and consult the chart below.
1-2 The Troll will not attack but defends normally. Also the Troll
will not move this turn (stands dumbfounded or lies down for a
rest).
3-4 The Troll can only move at half of its movement this turn but
fights normally.
5-6 The Troll goes berserk and charges the closest character (hero
or monster) and attacks (the Troll will stop attacking on its next
turn unless it rolls this result again).
Vomit Attack: Instead of its normal attack, a troll can use a vomit
attack, it automaticly causes3 Body Points of damage to its target
(must be adjacent) that can be defended against normally.
Dragon Ogre
Movement: 10
Attack Dice: 6/6
Defend Dice: 4
Body Points: 12
Mind Points: 2
Special Rules:
Large: TheDragon Ogreminiature will more then likely take up more
then one square. Place the miniature so it only takes up2 squares
(don't worry if it overlaps other squares slightly).It can also
attack figures adjacently and diagonally.Dragon Ogre Shaggoth /
Giant Cave Ogre
Movement: 10
Attack Dice: 9/9/5
Defend Dice: 8
Body Points: 18
Mind Points: 4
Special Rules:
Fearsome: Dragon Ogre Shaggothsare so huge and unnerving that any
character wanting to attack one must roll a White Shield on a
number of Combat Die equal to their initial attack dice (e.g. 3 for
the Barbarian, 2 for the Elf, etc).If they fail to do so they are
overcome with fear and cannot attack the monster in hand to hand
combat, but may cast spells or shoot ranged weapons at them as
normal. Henchmen may only ever roll 1 Combat Die when trying to
attack a fearsome monster.
Large: TheDragon Ogre Shaggothminiature will more then likely take
up more then one square. Place the miniature so it only takes up 4
squares (don't worry if it overlaps other squares slightly).It can
also attack figures adjacently and diagonally.
Minotaur
Movement: 8
Attack Dice: 5
Defend Dice: 5
Ballistic Dice: 0
Body Points: 10
Mind Points: 2
Special Rules:
Charge: AMinotaur is able to charge afigurebymoving 5 or more
squares in a straight line into an adjacent square withthem (not a
diagonal square)then it may roll 2 extra attack dice when it
attacks that turn. If theMinotaur is already adjacent to a hero or
henchman at the beginning of the evil wizard player's turn then it
cannot charge that turn.Minotaur Lord
Movement: 8
Attack Dice: 7
Defend Dice: 5
Ballistic Dice: 0
Body Points: 15
Mind Points: 3
Special Rules:
Charge: A Minotaur Lordis able to charge afigurebymoving 5 or more
squares in a straight line into an adjacent square withthem (not a
diagonal square)then it may roll 2 extra attack dice when it
attacks that turn. If theMinotaur Lordis already adjacent to a hero
or henchman at the beginning of the evil wizard player's turn then
it cannot charge that turn.
DaemonsDaemons of Chaos
MiscChaos Fury
Movement: 16
Attack Dice: 4
Defend Dice: 2
Ballistic Dice: 0
Body Points: 2
Mind Points: 2
Special Rules:
Flight: Chaos Furies can fly over furniture and obstacles (such as
pit traps) and otherfigures with no penalty. They cannot end their
move on a piece of furniture orfigure however.
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and items.Daemon
Prince / Demon
Movement: 10
Attack Dice: 8/8
Defend Dice: 8
Body Points: 16
Mind Points: 8
Special Rules:
Magic Spells: Daemon Princes take 6 Chaos Spells.
Flight: Daemon Princes can fly over furniture and obstacles (such
as pit traps) and otherfigures with no penalty. They cannot end
their move on a piece of furniture orfigure however.
Fearsome:Daemon Princesare so huge and unnerving that any character
wanting to attack one must roll a White Shield on a number of
Combat Die equal to their initial attack dice (e.g. 3 for the
Barbarian, 2 for the Elf, etc).If they fail to do so they are
overcome with fear and cannot attack the monster in hand to hand
combat, but may cast spells or shoot ranged weapons at them as
normal. Henchmen may only ever roll 1 Combat Die when trying to
attack a fearsome monster.
Large: TheDaemon Princeminiature will more then likely take up more
then one square. Place the miniature so it only takes up 4 squares
(don't worry if it overlaps other squares slightly).It can also
attack figures adjacently and diagonally.
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and items.
Daemon Prince of Khorne
Movement: 10
Attack Dice: 8/8
Defend Dice: 8
Body Points: 18
Mind Points: 6
Special Rules:
Flight: Daemon Princes of Khorne can fly over furniture and
obstacles (such as pit traps) and otherfigures with no penalty.
They cannot end their move on a piece of furniture orfigure
however.
Frenzy: Daemon Princes of Khorne can attack twice as many times on
their first turn of combat. The second attack can be used agains't
the original opponent or any other adjacent opponent.
Fearsome:Daemon Princes of Khorneare so huge and unnerving that any
character wanting to attack one must roll a White Shield on a
number of Combat Die equal to their initial attack dice (e.g. 3 for
the Barbarian, 2 for the Elf, etc).If they fail to do so they are
overcome with fear and cannot attack the monster in hand to hand
combat, but may cast spells or shoot ranged weapons at them as
normal. Henchmen may only ever roll 1 Combat Die when trying to
attack a fearsome monster.
Mark of Khorne: A Prince of Khorne can roll 3 Combat Die when a
hostile spell is cast on them. If they roll a White Shield the
spell has no effect.
Large: TheDaemon Princeminiature will more then likely take up more
then one square. Place the miniature so it only takes up 4 squares
(don't worry if it overlaps other squares slightly).It can also
attack figures adjacently and diagonally.
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and items.
Daemon Prince of Nurgle
Movement: 8
Attack Dice: 8/8
Defend Dice: 9
Body Points: 16
Mind Points: 8
Special Rules:
Magic Spells: Daemon Princes of Nurgle take 6 Chaos Spells.
Flight: Daemon Princes of Nurgle can fly over furniture and
obstacles (such as pit traps) and otherfigures with no penalty.
They cannot end their move on a piece of furniture orfigure
however.
Disease: Daemon Princes of Nurgle are blessed by their god with
pestilence and disease. Whenever the Daemon Prince of Nurgle
attacks it will infect its opponent with disease on a roll of a
Black Shield (cannot be defended agains't. Multiple Black Shields
add no additional effect). Place a token next to the character to
show they are diseased. For the rest of the adventure the Hero has
their Attack Dice, Defend Dice and Movement halved unless they can
find a cure (all attacks can cause disease).
Fearsome:Daemon Princes of Nurgleare so huge and unnerving that any
character wanting to attack one must roll a White Shield on a
number of Combat Die equal to their initial attack dice (e.g. 3 for
the Barbarian, 2 for the Elf, etc).If they fail to do so they are
overcome with fear and cannot attack the monster in hand to hand
combat, but may cast spells or shoot ranged weapons at them as
normal. Henchmen may only ever roll 1 Combat Die when trying to
attack a fearsome monster.
Cloud of Flies: Daemon Princes of Nurgle are surrounding by buzzing
swarms of disease ridden flies. These flies are a distraction in
combat and cause their opponent to attack with one less Attack
Die.
Large: TheDaemon Princeminiature will more then likely take up more
then one square. Place the miniature so it only takes up 4 squares
(don't worry if it overlaps other squares slightly).It can also
attack figures adjacently and diagonally.
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and items.
Daemon Prince of Slaanesh
Movement: 10
Attack Dice: 6/6/6
Defend Dice: 8
Body Points: 16
Mind Points: 8
Special Rules:
Magic Spells: Daemon Princes of Slaanesh take 6 Chaos Spells.
Flight: Daemon Princes can fly over furniture and obstacles (such
as pit traps) and otherfigures with no penalty. They cannot end
their move on a piece of furniture orfigure however.
Aura of Slaanesh: Daemons of Slaanesh are beautiful and twisted at
the same time, whispering promises of unimaginable pleasure and
desire. A hero who is fighting a Daemon Prince of Slaanesh loses 1
Attack Die and 1 Defend Die (to a minimum of 0). For each of their
mind points the hero rolls a d6. On a roll of a 6 the enchantment
is broken and they can attack and defend normally.
Mark of Slaanesh: Followers of Slaanesh take pleasure in all things
and all sensations. One of the greatest of these sensations is pain
and any wounds merely excites their attack even further. Whenever a
Daemon Prince of Slaanesh suffers a Body Point of damage in close
combat they can immediately counter with a single attack with 6
Attack Dice.
Fearsome:Daemon Princes of Slaaneshare so huge and unnerving that
any character wanting to attack one must roll a White Shield on a
number of Combat Die equal to their initial attack dice (e.g. 3 for
the Barbarian, 2 for the Elf, etc).If they fail to do so they are
overcome with fear and cannot attack the monster in hand to hand
combat, but may cast spells or shoot ranged weapons at them as
normal. Henchmen may only ever roll 1 Combat Die when trying to
attack a fearsome monster.
Large: TheDaemon Princeminiature will more then likely take up more
then one square. Place the miniature so it only takes up 4 squares
(don't worry if it overlaps other squares slightly).It can also
attack figures adjacently and diagonally.
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and items.
Daemon Prince of Tzeentch
Movement: 10
Attack Dice: 8/8
Defend Dice: 8
Body Points: 14
Mind Points: 10
Special Rules:
Magic Spells: Daemon Princes of Tzeentch take 9 Chaos Spells.
Flight: Daemon Princes can fly over furniture and obstacles (such
as pit traps) and otherfigures with no penalty. They cannot end
their move on a piece of furniture orfigure however.
Mark of Tzeentch: Tzeentch is the changer of ways and can twist
fate inorder to aid his followers. Daemon Princes of Tzeentch get a
number or rerolls to use per quest. These rerolls can be for
anything they that roll for attacking, defending etc. A Daemon
Prince of Tzeentch recieves 4 rerolls per quest (these rerolls
cannot force a hero to reroll a dice, only their own dice).
Fearsome:Daemon Princes of Tzeentchare so huge and unnerving that
any character wanting to attack one must roll a White Shield on a
number of Combat Die equal to their initial attack dice (e.g. 3 for
the Barbarian, 2 for the Elf, etc).If they fail to do so they are
overcome with fear and cannot attack the monster in hand to hand
combat, but may cast spells or shoot ranged weapons at them as
normal. Henchmen may only ever roll 1 Combat Die when trying to
attack a fearsome monster.
Large: TheDaemon Prince miniature will more then likely take up
more then one square. Place the miniature so it only takes up 4
squares (don't worry if it overlaps other squares slightly).It can
also attack figures adjacently and diagonally.
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and items.
KhorneDaemons of KhorneBloodletter
Movement: 8
Attack Dice: 6
Defend Dice: 3
Body Points: 4
Mind Points: 3
Special Rules:
Frenzy: Bloodletters can attack twice as many times on their first
turn of combat. The second attack can be used agains't the original
opponent or any other adjacent opponent.
Mark of Khorne: A Bloodletter can roll 1 Combat Die when a hostile
spell is cast on it. If it rolls a White Shield the spell has no
effect.
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and
items.Bloodhowler
Movement: 8
Attack Dice: 6/6
Defend Dice: 3
Body Points: 8
Mind Points: 3
Special Rules:
Frenzy: Bloodhowlers can attack twice as many times on their first
turn of combat. The second attack can be used agains't the original
opponent or any other adjacent opponent.
Mark of Khorne: A Bloodhowler can roll2 Combat Dice when a hostile
spell is cast on it. If it rolls a White Shield the spell has no
effect.
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and items.Flesh
Hound
Movement: 18
Attack Dice: 6
Defend Dice: 4
Body Points: 5
Mind Points: 3
Special Rules:
Collar of Khorne: All Flesh Hounds wear heavy iron collars. These
collars make them immune to all spells (both beneficial as well as
harmful ones) and prevents any enemy spell caster in the same room
(or within 5 squares in a passage or outdoors) from casting
spells.
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and items.
Juggernaut
Movement: 9
Attack Dice: 4
Defend Dice: 5
Body Points: 6
Mind Points: 1
Special Rules:
Mark of Khorne: A Juggernaut can roll 2 Combat Dice when a hostile
spell is cast on it. If it rolls a White Shield the spell has no
effect.
Charge: AJuggernaut is able to charge afigurebymoving 5 or more
squares in a straight line into an adjacent square withthem (not a
diagonal square)then it may roll 2 extra attack dice when it
attacks that turn. If theJuggernaut is already adjacent to a hero
or henchman at the beginning of the evil wizard player's turn then
it cannot charge that turn.
Mount: Champions of Khorne, Exalted Champions of Khorne, Lords of
Khorne, Bloodletters and Bloodhowlers can ride Juggernauts. They
use the movement of the Juggernaut and both monsters can attack at
once. Anyone who wants to attack them must choose to attack either
the rider or the Juggernaut (If one is killed replace the model
with one that represents the rider on foot or an unridden
Juggernaut).
Large: TheJuggernaut miniature will more then likely take up more
then one square. Place the miniature so it only takes up2 squares
(don't worry if it overlaps other squares slightly).It can also
attack figures adjacently and diagonally.
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and
items.Bloodthirster
Movement: 10
Attack Dice: 8/8/8/4
Defend Dice: 9
Body Points: 24
Mind Points: 6
Flight: Bloodthirsters can fly over furniture and obstacles (such
as pit traps) and otherfigures with no penalty. They cannot end
their move on a piece of furniture orfigure however.
Mark of Khorne: A Bloodthirster can roll 4 Combat Dice when a
hostile spell is cast on it. If it rolls a White Shield the spell
has no effect.
Fearsome:Bloodthirstersare so huge and unnerving that any character
wanting to attack one must roll a White Shield on a number of
Combat Die equal to their initial attack dice (e.g. 3 for the
Barbarian, 2 for the Elf, etc).If they fail to do so they are
overcome with fear and cannot attack the monster in hand to hand
combat, but may cast spells or shoot ranged weapons at them as
normal. Henchmen may only ever roll 1 Combat Die when trying to
attack a fearsome monster.
Long Reach:The Bloodthirsteris armed with a barbed whip that gives
it an extra attack with 4 combat dice. The whip also allowsit to
attack figures that are two squares away (not diagonally however).
They may also attack while behind another monster, as long as the
target is still in reach. They cannot attack from behind another
large monster. Only the last 4 Attack Dice attack can has this
reach, all other attacks are worked out as normal.
Large: TheBloodthirster miniature will more then likely take up
more then one square. Place the miniature so it only takes up 4
squares (don't worry if it overlaps other squares slightly).It can
also attack figures adjacently and diagonally.
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and items.
NurgleDaemons of NurglePlaguebearer
Movement: 6
Attack Dice: 4
Defend Dice: 5
Body Points: 4
Mind Points: 3
Special Rules:
Disease: Plaguebearers carry almost every disease known to mortal
kind Whenever a Plaguebearer attacks it will infect its opponent
with disease on a roll of a Black Shield (cannot be defended
agains't. Multiple Black Shields add no additional effect). Place a
token next to the character to show they are diseased. For the rest
of the adventure the Hero has their Attack Dice, Defend Dice and
Movement halved unless they can find a cure.
Cloud of Flies: Plaguebearers are surrounding by buzzing swarms of
disease ridden flies. These flies are a distraction in combat and
cause their opponent to attack with one less Attack Die.
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and
items.Nurgling
Movement: 8
Attack Dice: 1
Defend Dice: 1
Body Points: 1
Mind Points: 2
Special Rules:
Group Attack: When there is three or more nurglings in combat with
a character, that character has become swamped by them. With three
nurglings attacking the character loses 1 Attack Die and for every
additional nurgling they lose an additional Attack Die to a minimum
of one Attack Die. Even nurglings that are in an adjacent diagonal
square will contribute to this.
Poison: Nurglings attack by rolling 1 Attack Dice and the target
Defends as normal. However if a Black Shield is rolled the target
is poisoned (multiple Black Shields cause no aditional effect. The
character cannot defend agains't the Black Shield). Place a marker
by the character to show this. On each of their turns they must
roll a combat dice. On a roll of a Skull they lose a Body Point and
on a roll of a Black Shield the poison has run its course and you
can remove the token.
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and items.
Beast of Nurgle
Movement: 6
Attack Dice: 3/3
Defend Dice: 5
Body Points: 8
Mind Points: 1
Special Rules:
Disease: Beasts of Nurgle carry almost every disease known to
mortal kind Whenever a Beast of Nurgle attacks it will infect its
opponent with disease on a roll of a Black Shield (cannot be
defended agains't. Multiple Black Shields add no additional
effect). Place a token next to the character to show it they are
diseased. For the rest of the adventure the Hero has their Attack
Dice, Defend Dice and Movement halved unless they can find a cure.
Note both of the Beast of Nurgles attacks can disease their
opponent.
Large: TheBeast of Nurgle miniature will more then likely take up
more then one square. Place the miniature so it only takes up2
squares (don't worry if it overlaps other squares slightly).It can
also attack figures adjacently and diagonally.
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and items.
Great Unclean One
Movement: 4
Attack Dice: 7/7/7(special)
Defend Dice: 10
Body Points: 28
Mind Points: 12
Special Rules:
Magic Spells: A Great Unclean One takes 9 Chaos Spells.
Poison: Great Unclean Ones attack by rolling 7 Attack Dice and the
target Defends as normal. However if a Black Shield is rolled the
target is poisoned (multiple Black Shields cause no aditional
effect. The character cannot defend agains't the Black Shield).
Place a marker by the character to show this. On each of their
turns they must roll a combat dice. On a roll of a Skull they lose
a Body Point and on a roll of a Black Shield the poison has run its
course and you can remove the token (only the Great Unclean Ones
first and second attack will cause poisoning).
Flail: The Great Unclean One uses a large filthy flail to attack
its enemies. The Great Unclean Ones third attack can be split up
between several adjacent opponents. So it can attack one hero with
3 Attack another with 2 and the last with another 2 attack dice
(each target can become diseased in this way, see below).
Disease: Great Unclean Ones carry almost every disease known to
mortal kind. Whenever a Great Unclean One attacks it will infect
its opponent with disease on a roll of a Black Shield (cannot be
defended agains't. Multiple Black Shields add no additional
effect). Place a token next to the character to show they are
diseased. For the rest of the adventure the Hero has their Attack
Dice, Defend Dice and Movement halved unless they can find a cure
(only the Great Unclean Ones special flail attack will cause
disease).
Fearsome:Great Unclean Onesare so huge and unnerving that any
character wanting to attack one must roll a White Shield on a
number of Combat Die equal to their initial attack dice (e.g. 3 for
the Barbarian, 2 for the Elf, etc).If they fail to do so they are
overcome with fear and cannot attack the monster in hand to hand
combat, but may cast spells or shoot ranged weapons at them as
normal. Henchmen may only ever roll 1 Combat Die when trying to
attack a fearsome monster.
Cloud of Flies: Great Unclean Ones are surrounding by buzzing
swarms of disease ridden flies. These flies are a distraction in
combat and cause their opponent to attack with one less Attack
Die.
Large: TheGreat Unclean Oneminiature will more then likely take up
more then one square. Place the miniature so it only takes up 4
squares (don't worry if it overlaps other squares slightly).It can
also attack figures adjacently and diagonally.
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and items.
SlaaneshDaemons of SlaaneshDaemonette
Movement: 10
Attack Dice: 4/4
Defend Dice: 3
Body Points: 2
Mind Points: 4
Special Rules:
Aura of Slaanesh: Daemons of Slaanesh are beautiful and twisted at
the same time, whispering promises of unimaginable pleasure and
desire. A hero who is fighting a Daemonette loses 1 Attack Die and
1 Defend Die (to a minimum of 0). For each of their mind points the
hero rolls 1d6. On a roll of a 6 the enchantment is broken and they
can attack and defend normally.
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and items.Fiend of
Slaanesh
Movement: 10
Attack Dice: 4/4
Defend Dice: 3
Body Points: 5
Mind Points: 4
Special Rules:
Soporific Musk: Fiends of Slaanesh exude a fragrent odour that
clouds the mind and fills it with wonderful dreams. All heroes
adjacent to the Fiend have their Attack Dice and Defend Dice halved
and they are unable to cast any spells.
Large: TheFiend of Slaaneshminiature will more then likely take up
more then one square. Place the miniature so it only takes up2
squares (don't worry if it overlaps other squares slightly).It can
also attack figures adjacently and diagonally.
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and items.
Steed of Slaanesh
Movement: 20
Attack Dice: 3
Defend Dice: 2
Body Points: 5
Mind Points: 2
Ensnare: Instead of its normal attack the Steed of Slaanesh can
attempt to ensnare an opponent with its long tongue. Roll a single
combat die and on a roll of a skull the target has become ensnared.
They cannot move and have their Defend dice halved, they can attack
normally. While the Steed of Slaanesh has a character ensnared they
cannot attack or move themselves but if they have a rider they can
attack at will (but cannot move). Only once the Steed of Slaanesh
is dead is the snare is broken.
Mount: Champions of Slaanesh, Exalted Champions of Slaanesh, Lords
of Slaanesh and Daemonettes can ride Steeds of Slaanesh. They use
the movement of the Steed and both monsters can attack at once.
Anyone who wants to attack them must choose to attack either the
rider or the Steed (If one is killed replace the model with one
that represents the rider on foot or an unridden Steed of
Slaanesh).
Large: TheSteed of Slaaneshminiature will more then likely take up
more then one square. Place the miniature so it only takes up2
squares (don't worry if it overlaps other squares slightly).It can
also attack figures adjacently and diagonally.
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and items.Keeper of
Secrets
Movement: 12
Attack Dice: 6/6/6/6
Defend Dice: 7
Body Points: 18
Mind Points: 13
Special Rules:
Magic Spells: Keepers of Secrets take 9 Chaos Spells.
Aura of Slaanesh: Daemons of Slaanesh are beautiful and twisted at
the same time, whispering promises of unimaginable pleasure and
desire. A hero who is fighting a Keeper of Secrets loses 1 Attack
Die and 1 Defend Die (to a minimum of 0). For each of their mind
points the hero rolls 1d6. On a roll of a 6 the enchantment is
broken and they can attack and defend normally.
Dark Promises: The Keeper of Secrets may choose one character on
each of the Evil Wizard player's turns in the same room (or within6
squares in a passage or outdoors). That character can do absolutely
nothing for their next turn unless they can roll a 6 on a number of
d6 dice equal to their Mind Points. The character cannot move,
attack, cast spells, search or even defend them selves while they
are effected (the spell only lasts until the next Evil Wizard
player's turn).
Fearsome:Keepers of Secretsare so huge and unnerving that any
character wanting to attack one must roll a White Shield on a
number of Combat Die equal to their initial attack dice (e.g. 3 for
the Barbarian, 2 for the Elf, etc).If they fail to do so they are
overcome with fear and cannot attack the monster in hand to hand
combat, but may cast spells or shoot ranged weapons at them as
normal. Henchmen may only ever roll 1 Combat Die when trying to
attack a fearsome monster.
Large: TheKeeper of Secrets miniature will more then likely take up
more then one square. Place the miniature so it only takes up 4
squares (don't worry if it overlaps other squares slightly).It can
also attack figures adjacently and diagonally.
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and items.
TzeentchDaemons of TzeentchPink Horror
Movement: 8
Attack Dice: 4
Defend Dice: 4
Body Points: 3
Mind Points: 5
Special Rules:
Horror Split: When a Pink Horror is killed, place two Blue Horrors
on the board in the square that the Pink Horror was removed
(placing the second in the closest free square). They Blue Horrors
will attack and move normally on their next turn.
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and items.Blue
Horror
Movement: 8
Attack Dice: 2
Defend Dice: 2
Body Points: 1
Mind Points: 3
Special Rules:
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and items.Flamer of
Tzeentch
Movement: 10
Attack Dice: 2
Defend Dice: 3
Ballistic Dice: 4/4
Body Points: 2
Mind Points: 5
Special Rules:
Flames of Tzeentch: Flamers can shoot two magical balls of flame
each doing 4 Attack Dice of damage (this attack is shown above in
the Flamers statistics).
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and items.
Screamer of Tzeentch
Movement: 15
Attack Dice: 6
Defend Dice: 3
Body Points: 5
Mind Points: 3
Special Rules:
Flight: Screamers of Tzeentch can fly over furniture and obstacles
(such as pit traps) and otherfigures with no penalty. They cannot
end their move on a piece of furniture orfigure however.
Swooping Attack: Instead of its normal attack the Screamer can
choose to use a Swooping Attack. It can move then attack with 3
Attack Dice (their opponent defends normally) then can move
again.
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and items.Disc of
Tzeentch
Movement: 16
Attack Dice: 2
Defend Dice: 4
Body Points: 3
Mind Points: 3
Flight: Discs of Tzeentch can fly over furniture and obstacles
(such as pit traps) and otherfigures with no penalty. They cannot
end their move on a piece of furniture orfigure however.
Mount: Champions of Tzeentch, Exalted Champions of Tzeentch, Lords
of Tzeentch, Chaos Sorcerers and Exalted Sorcererscan ride Discs of
Tzeentch. They use the movement of the Disc (there for the rider
counts as flying) and both monsters can attack at once. Anyone who
wants to attack them must choose to attack either the rider or the
Disc (If one is killed replace the model with one that represents
the rider on foot or an unridden Disc of Tzeentch).
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and items.
Lord of Change
Movement: 10
Attack Dice: 5/5
Defend Dice: 9
Body Points: 18
Mind Points: 15
Special Rules:
The Great Sorcerer: A Lord of Change can pick any spell from any
deck (except Healing Spells) to cast each turn. Also the Lord of
Change can sacrifice its movement to cast an additional spell
during its turn which is picked out the same way as stated above.
This means that the Lord of Change has access to all spells during
it's turn.
Flight: Lords of Change can fly over furniture and obstacles (such
as pit traps) and otherfigures with no penalty. They cannot end
their move on a piece of furniture orfigure however.
Fearsome:Lords of Changeare so huge and unnerving that any
character wanting to attack one must roll a White Shield on a
number of Combat Die equal to their initial attack dice (e.g. 3 for
the Barbarian, 2 for the Elf, etc).If they fail to do so they are
overcome with fear and cannot attack the monster in hand to hand
combat, but may cast spells or shoot ranged weapons at them as
normal. Henchmen may only ever roll 1 Combat Die when trying to
attack a fearsome monster.
Large: TheLord of Changeminiature will more then likely take up
more then one square. Place the miniature so it only takes up 4
squares (don't worry if it overlaps other squares slightly).It can
also attack figures adjacently and diagonally.
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and items.
MortalsMortals of Chaos
Chaos Marauder
Movement: 8
Attack Dice: 3
Defend Dice: 2
Body Points: 2
Mind Points: 2Chaos Archer
Movement: 8
Attack Dice: 2
Defend Dice: 2
Ballistic Dice: 2
Body Points: 2
Mind Points: 3Chaos Warrior
Movement: 6
Attack Dice: 4
Defend Dice: 4
Body Points: 3
Mind Points: 3Chaos Knight / Chaos Veteran / Death Knight
Movement: 6
Attack Dice: 5
Defend Dice: 5
Body Points: 5
Mind Points: 3Chaos Champion
Movement: 6
Attack Dice: 5/5
Defend Dice: 5
Body Points: 6
Mind Points: 4 Aspiring Champion
Movement: 6
Attack Dice: 6/6
Defend Dice: 6
Body Points: 9
Mind Points: 4 Chaos Lord
Movement: 6
Attack Dice: 7/7
Defend Dice: 6
Body Points: 12
Mind Points: 5
Chaos Sorcerer
Movement: 6
Attack Dice: 3
Defend Dice: 4
Body Points: 4
Mind Points: 6
Special Rules:
Magic Spells: Chaos Sorcerer takes 4 Chaos Spells.Exalted
Sorcerer
Movement: 6
Attack Dice: 3
Defend Dice: 5
Body Points: 6
Mind Points: 8
Special Rules:
Magic Spells: Exalted Sorcerer takes 6 Chaos Spells.Championof
Khorne
Movement: 6
Attack Dice: 6/6
Defend Dice: 4
Body Points: 6
Mind Points: 3
Special Rules:
Frenzy: Champions of Khorne can attack twice as many times on their
first turn of combat. The second attack can be used agains't the
original opponent or any other adjacent opponent.Exalted Champion
of Khorne
Movement: 6
Attack Dice: 7/7
Defend Dice: 5
Body Points: 9
Mind Points: 3
Special Rules:
Frenzy: Exalted Champions of Khorne can attack twice as many times
on their first turn of combat. The second attack can be used
agains't the original opponent or any other adjacent
opponent.
Mark of Khorne: An Exalted Champion of Khorne can roll 1 Combat Die
when a hostile spell is cast on them. If they roll a White Shield
the spell has no effect.Lord of Khorne
Movement: 6
Attack Dice: 8/8
Defend Dice: 5
Body Points: 12
Mind Points: 4
Special Rules:
Frenzy: Lords of Khorne can attack twice as many times on their
first turn of combat. The second attack can be used agains't the
original opponent or any other adjacent opponent.
Mark of Khorne: A Lord of Khorne can roll2 Combat Die when a
hostile spell is cast on them. If they roll a White Shield the
spell has no effect.
Champion of Nurgle
Movement: 4
Attack Dice: 5/5
Defend Dice: 6
Body Points: 6
Mind Points: 4
Special Rules:
Disease: Champions of Nurgle are blessed by their god with
pestilence and disease. Whenevera Champion of Nurgleattacks it will
infect its opponent with disease on a roll of a Black Shield
(cannot be defended agains't. Multiple Black Shields add no
additional effect). Place a token next to the character to show
they are diseased. For the rest of the adventure the Hero has their
Attack Dice, Defend Dice and Movement halved unless they can find a
cure (all attacks can cause disease).Exalted Champion of
Nurgle
Movement: 4
Attack Dice: 6/6
Defend Dice: 7
Body Points: 9
Mind Points: 4
Special Rules:
Disease: Exalted Champions of Nurgle are blessed by their god with
pestilence and disease. Wheneveran Exalted Champion of
Nurgleattacks it will infect its opponent with disease on a roll of
a Black Shield (cannot be defended agains't. Multiple Black Shields
add no additional effect). Place a token next to the character to
show they are diseased. For the rest of the adventure the Hero has
their Attack Dice, Defend Dice and Movement halved unless they can
find a cure (all attacks can cause disease).Lord of Nurgle
Movement: 4
Attack Dice: 7/7
Defend Dice: 7
Body Points: 12
Mind Points: 5
Special Rules:
Disease:Lords of Nurgle are blessed by their god with pestilence
and disease. Whenevera Lord of Nurgleattacks it will infect its
opponent with disease on a roll of a Black Shield (cannot be
defended agains't. Multiple Black Shields add no additional
effect). Place a token next to the character to show they are
diseased. For the rest of the adventure the Hero has their Attack
Dice, Defend Dice and Movement halved unless they can find a cure
(all attacks can cause disease).Champion of Slaanesh
Movement: 6
Attack Dice: 4/4/4
Defend Dice: 5
Body Points: 4
Mind Points: 4
Special Rules:
Mark of Slaanesh: Followers of Slaanesh take pleasure in all things
and all sensations. One of the greatest of these sensations is pain
and any wounds merely excites their attack even further. Whenever a
Champion of Slaanesh suffers a Body Point of damage in close combat
they can immediately counter with a single attack. Champions of
Slaanesh roll a single4 Attack Dice attack.
Exalted Champion of Slaanesh
Movement: 6
Attack Dice: 5/5/5
Defend Dice: 6
Body Points: 7
Mind Points: 4
Special Rules:
Mark of Slaanesh: Followers of Slaanesh take pleasure in all things
and all sensations. One of the greatest of these sensations is pain
and any wounds merely excites their attack even further. Whenever
an Exalted Champion of Slaanesh suffers a Body Point of damage in
close combat they can immediately counter with a single attack.
Exalted Champions of Slaanesh roll a single5 Attack Dice
attack.Lord of Slaanesh
Movement: 6
Attack Dice: 6/6/6
Defend Dice: 6
Body Points: 10
Mind Points: 5
Special Rules:
Mark of Slaanesh: Followers of Slaanesh take pleasure in all things
and all sensations. One of the greatest of these sensations is pain
and any wounds merely excites their attack even further. Whenever a
Lord of Slaanesh suffers a Body Point of damage in close combat
they can immediately counter with a single attack.Lords of Slaanesh
roll a single6 Attack Dice attack.Champion of Tzeentch
Movement: 6
Attack Dice: 4/4
Defend Dice: 5
Body Points: 6
Mind Points: 6
Special Rules:
Magic Spells: A Champion of Tzeentch takes 2 Chaos Spell.
Mark of Tzeentch: Tzeentch is the changer of ways and can twist
fate inorder to aid his followers. Champions of Tzeentch get a
number or rerolls to use per quest. These rerolls can be for
anything, attacking, defending etc. A Champion of Tzeentch can use
1 reroll per quest (these rerolls cannot force a hero to reroll a
dice, only the monsters own dice).Exalted Champion of
Tzeentch
Movement: 6
Attack Dice: 5/5
Defend Dice: 6
Body Points: 9
Mind Points: 6
Special Rules:
Magic Spells: A Exalted Champion of Tzeentch takes 3 Chaos
Spells.
Mark of Tzeentch: Tzeentch is the changer of ways and can twist
fate inorder to aid his followers. Exalted Champions of Tzeentch
gets a number or rerolls to use per quest. These rerolls can be for
anything, attacking, defending etc. A Exalted Champion of Tzeentch
gets 2 rerolls per quest (these rerolls cannot force a hero to
reroll a dice, only theExalted Champion of Tzeentch'sown dice).
Lord of Tzeentch
Movement: 6
Attack Dice: 6/6
Defend Dice: 6
Body Points: 12
Mind Points: 7
Special Rules:
Magic Spells: A Lord of Tzeentch takes 4 Chaos Spells.
Mark of Tzeentch: Tzeentch is the changer of ways and can twist
fate inorder to aid his followers.A Lord of Tzeentch gets a number
or rerolls to use per quest. These rerolls can be for anything,
attacking, defending etc. Lords of Tzeentch gets 3 rerollsper
quest(these rerolls cannot force a hero to reroll a dice, only
theLord of Tzeentch'sown dice).
CultCult of Chaos
Brethren
Movement: 8
Attack Dice: 2/2
Defend Dice: 2
Body Points: 2
Mind Points: 2Dark Soul
Movement: 8
Attack Dice: 3
Defend Dice: 2
Body Points: 2
Mind Points: 1
Special Rules:
Crazed: Dark Souls have become crazed from their mind scary
possession experiences. They are immune to spells and attacks that
would effect the mind (sleep, fearetc).Mutant
Movement: 8
Attack Dice: 2
Defend Dice: 3
Body Points: 2
Mind Points: 2
Special Rules:
Mutation: A mutant has obviously been mutated by the forces of
chaos. Choose one of the mutations from the list below for the
Mutant to have (it would be best if the mutation is alreadyshown
onthe model).Possessed
Movement: 6
Attack Dice: 4
Defend Dice: 5
Body Points: 4
Mind Points: 4
Special Rules:
Mutation: Possessed are warped beings that where once human form,
they have suffered several hideous mutations. Choose up to three pf
the mutations from the list below for the Possessed (it would be
best if the mutation is already shown on the model).
Daemon: Daemons are creatures of pure magic and are there for
immune to spells and attacks that effect the mind (sleep, fear etc)
and are not effected by poison or disease. They are however
vunerable to certain types of weapons, spells and items.
Magister
A Magister has the same stats and abilities as a Chaos
Sorcerer.
Mutations
Mutants and Possessed can be given anumber of special abilities
through different mutations. The number of mutations they can have
is mentioned under their special rules. You may also want to give
your Chaos Champions and other such suitible characters mutations
as well (to stop confusion with your players it would be best to
model the mutation on the figure itself).Daemon Soul
The Mutant can defend agains't attacks by roll both White Shields
and Black Shields on their Defend Dice.
Great Claw
The Mutant attacks with one extra Attack Dice.
Cloven Hoofs
The Mutant adds 2 to its movement.
Tentacles
The Mutant can attack diagonally.
Blackblood
Whenever the Mutant suffers one or more Body Points of damage in
hand to hand combat the figure who wounded them is sprayed with
acid and takes three Attack Dice of damage.
Spines
Whenever the Mutant is attacked in hand to hand combat the figure
who attack them suffers one Attack Dice of damage from its
spines.
Scorpion Tail
The Mutant has a poisonus sting onthe end oftheir tail.Theyattackas
normaland the target Defends as normal. However if a Black Shield
is rolled the target is poisoned (multiple Black Shields cause no
aditional effect. The character cannot defend agains't the Black
Shield). Place a marker by the character to show this. On each of
their turns they must roll a combat dice. On a roll of a Skull they
lose a Body Point and on a roll of a Black Shield the poison has
run its course and you can remove the token.
Extra Arm
The Mutant may attack twice each turn instead of just once. Both
attacks may be directed at the same opponent or against two
seperate opponents who are adjacent.
UndeadEtherealsEthereals
Banshee
Movement: 10
Attack Dice: 3
Defend Dice: 3
Ballistic Dice: 4
Body Points: 3
Mind Points: 4
Special Rules:
Wail: Banshees can choose to use two ranged attacks, they can howl
or wail. The howl attack uses the 4 Attack Dice and is worked out
like any other ranged attack (shown in the Banshee's stats above).
The wail attack does no damage but has the same effect as the Chaos
Spell, Fear.
Ethereal: Banshees can move freely through furniture, over traps
and even through walls but not though figures except other monsters
(the Banshee cannot end its turn on a furniture piece and cannot
move into unexplored rooms or passages). It is also uneffected by
normal weapons and can only be harmed by magic weapons and spells
(this includes special items like Holywater that effect
undead).
Undead: Banshees are undead and are uneffected by spells and
attacks that would effect the mind (sleep, fear etc) neither are
they effected by poison or disease. Some attacks and spells have an
additional effect on undead or do more damage.Spirit
Movement: 8
Attack Dice: 3
Defend Dice: 2
Body Points: 1
Mind Points: 2
Ethereal:Spirits can move freely through furniture over traps and
even through walls but not thoughfigures except other monsters
(theSpirit cannot end its turn on a furniture piece and cannot move
into unexplored rooms or passages). It is also uneffected by normal
weapons and can only be harmed by magic weapons and spells (this
includes special items like Holywater that effect undead).
Undead: Spirits are undead and are uneffected by spells and attacks
that would effect the mind (sleep, fear etc) neither are they
effected by poison or disease. Some attacks and spells have an
additional effect on undead or do more damage.
Wraith
Movement: 8
Attack Dice: 3
Defend Dice: 4
Body Points: 3
Mind Points: 6
Special Rules:
Drain Life: For every Body Point of damage a Wraith causes it
regains one lost Body Point (Up to its original Body Point
maximum).
Ethereal:Wraiths can move freely through furniture over traps and
even through walls but not thoughfigures except other monsters
(theWraith cannot end its turn on a furniture piece and cannot move
into unexplored rooms or passages). It is also uneffected by normal
weapons and can only be harmed by magic weapons and spells (this
includes special items like Holywater that effect undead).
Undead: Wraiths are undead and are uneffected by spells and attacks
that would effect the mind (sleep, fear etc) neither are they
effected by poison or disease. Some attacks and spells have an
additional effect on undead or do more damage.
ServantsLiving Servants
Ghoul
Movement: 8
Attack Dice: 2
Defend Dice: 3
Body Points: 2
Mind Points: 1
Special Rules:
Poison: Ghouls attack by rolling 2 Attack Dice and the target
Defends as normal. However if a Black Shield is rolled the target
is poisoned (multiple Black Shields cause no aditional effect. The
character cannot defend agains't the Black Shield). Place a marker
by the character to show this. On each of their turns they must
roll a combat dice. On a roll of a Skull they lose a Body Point and
on a roll of a Black Shield the poison has run its course and you
can remove the token.Necromancer
Movement: 8
Attack Dice: 2
Defend Dice: 4
Body Points: 6
Mind Points: 6
Special Rules:
Magic Spells: Necromancers takes 5 Chaos Spells or 5 Necromancer
Spells (Necromancer Spells are found in Wizards of Morcar
expansion).
Tomb KingsTomb Kings
Mummy
Movement: 4
Attack Dice: 4
Defend Dice: 5
Body Points: 4
Mind Points: 0
Special Rules:
Fire Vunerable: Mummies are preserved in many oils and wrapped in
bandages. This combination makes them extra vunerable to fire.
Mummies take twice as much damage from fire attacks.
Curse: Mummies are enchanted with many dark spells and wards used
to punish any grave robbers. They retain this protection even in
unlife. When a character kills a Mummy place a marker by their
character to show that they are cursed. The Evil Wizard player may
choose at any point to do the following: force the character to
reroll any die e.g. movement, attacking, defending etc. Ignore a
spell or combat card that has been played by them. Discard a
Treasure Card when they search for treasure. Once the Evil Wizard
player does one of these actions the marker is removed.
Undead: Mummies are undead and are uneffected by spells and attacks
that would effect the mind (sleep, fear etc) neither are they
effected by poison or disease. Some attacks and spells have an
additional effect on undead or do more damage.Tomb Guard
Movement: 4
Attack Dice: 4/4
Defend Dice: 5
Body Points: 6
Mind Points: 0
Special Rules:
Fire Vunerable: Tomb Guards are preserved in many oils and wrapped
in bandages. This combination makes them extra vunerable to
fire.Tomb Guardtake twice as much damage from fire attacks.
Curse: Tomb Guard are enchanted with many dark spells and wards
used to punish any grave robbers. They retain this protection even
in unlife. When a character kills a Tomb Guard place a marker by
their character to show that they are cursed. The Evil Wizard
player may choose at any point to do the following: force the
character to reroll any die e.g. movement, attacking, defending
etc. Ignore a spell or combat card that has been played by them.
Discard a Treasure Card when they search for treasure. Once the
Evil Wizard player does one of these actions the marker is
removed.
Undead: Tomb Guard are undead and are uneffected by spells and
attacks that would effect the mind (sleep, fear etc) neither are
they effected by poison or disease. Some attacks and spells have an
additional effect on undead or do more damage.
Tomb Lord
Movement: 4
Attack Dice: 5/5
Defend Dice: 6
Body Points: 8
Mind Points: 4
Special Rules:
Fire Vunerable: Tomb Lords are preserved in many oils and wrapped
in bandages. This combination makes them extra vunerable to
fire.Tomb Lordstake twice as much damage from fire attacks.
Curse: Tomb Lords are enchanted with many dark spells and wards
used to punish any grave robbers. They retain this protection even
in unlife. When a character kills a Tomb Lord place two markers by
their character to show that they are cursed. The Evil Wizard
player may choose at any point to do the following: force the
character to reroll any die e.g. movement, attacking, defending
etc. Ignore a spell or combat card that has been played by them.
Discard a Treasure Card when they search for treasure. Once the
Evil Wizard player does one of these actions a single marker is
removed.
Undead: Tomb Lords are undead and are uneffected by spells and
attacks that would effect the mind (sleep, fear etc) neither are
they effected by poison or disease. Some attacks and spells have an
additional effect on undead or do more damage.Tomb King
Movement: 4
Attack Dice: 6/6
Defend Dice: 7
Body Points: 12
Mind Points: 5
Special Rules:
Fire Vunerable: Tomb Kings are preserved in many oils and wrapped
in bandages. This combination makes them extra vunerable to
fire.Tomb Kingstake twice as much damage from fire attacks.
Curse: Tomb Kings are enchanted with many dark spells and wards
used to punish any grave robbers. They retain this protection even
in unlife. When a character kills a TombKing placefour markers by
their character to show that they are cursed. The Evil Wizard
player may choose at any point to do the following: force the
character to reroll any die e.g. movement, attacking, defending
etc. Ignore a spell or combat card that has been played by them.
Discard a Treasure Card when they search for treasure. Once the
Evil Wizard player does one of these actions a single marker is
removed.
Undead: Tomb Kings are undead and are uneffected by spells and
attacks that would effect the mind (sleep, fear etc) neither are
they effected by poison or disease. Some attacks and spells have an
additional effect on undead or do more damage.
Liche Priest
Movement: 4
Attack Dice: 3
Defend Dice: 4
Body Points: 6
Mind Points: 6
Magic Spells: A Liche Priest takes 6 Chaos Spells or 6 Necromancer
Spells or 3 Chaos Spells and 3 Necromancer Spells (Necromancer
Spells are found in Wizards of Morcar expansion).
Undead: Liche Priests are undead and are uneffected by spells and
attacks that would effect the mind (sleep, fear etc) neither are
they effected by poison or disease. Some attacks and spells have an
additional effect on undead or do more damage.
Tomb Scorpion / Golem
Movement: 8
Attack Dice: 3/3/2
Defend Dice: 6
Body Points: 8
Mind Points: 0
Special Rules:
Poison: The Tomb Scorpion has three attacks, the first three are
carried as normal. The third however is when the Tomb Scorpion uses
its poisonus sting on its tail. Roll 2 Attack Dice and the target
Defends as normal. However if a Black Shield is rolled the target
is poisoned (multiple Black Shields cause no aditional effect. The
character cannot defend agains't the Black Shield). Place a marker
by the character to show this. On each of their turns they must
roll a combat dice. On a roll of a Skull they lose a Body Point and
on a roll of a Black Shield the poison has run its course and you
can remove the token.
Large: TheTomb Scorpionminiature will more then likely take up more
then one square. Place the miniature so it only takes up 4 squares
(don't worry if it overlaps other squares slightly).It can also
attack figures adjacently and diagonally.
Undead: Tomb Scorpions are undead and are uneffected by spells and
attacks that would effect the mind (sleep, fear etc) neither are
they effected by poison or disease. Some attacks and spells have an
additional effect on undead or do more damage.
More undeadUndead
Bone Giant
Movement: 6
Attack Dice: 7/7
Defend Dice: 3
Body Points: 18
Mind Points: 0
Special Rules:
Height: Giants are so tall that they can easily step over furniture
and other smallfigures (but cannot end their move on them).
Blunt Vunerable: Even the large bones of these giants can be
smashed by a heavy enough club. Bone Giants take double damage from
weapons such as Maces, War Hammers and Clubs.
Long Reach: Bone Giants have a long reach that allows them to
attack figures that are two squares away (not diagonally however).
They may also attack while behind another monster, as long as the
target is still in reach. They cannot attack from behind another
large monster.
Large: The Bone Giant miniature will more then likely take up more
then one square. Place the miniature so it only takes up 4 squares
(don't worry if it overlaps other squares slightly).It can also
attack figures adjacently and diagonally.
Undead: Bone Giants are undead and are uneffected by spells and
attacks that would effect the mind (sleep, fear etc) neither are
they effected by poison or disease. Some attacks and spells have an
additional effect on undead or do more damage.Carrion
Movement: 16
Attack Dice: 4/4
Defend Dice: 4
Body Points: 3
Mind Points: 0
Special Rules:
Flight: Carrion can fly over furniture and obstacles (such as pit
traps) and otherfigures with no penalty. They cannot end their move
on a piece of furniture orfigure however.
Undead: Carrion are undead and are uneffected by spells and attacks
that would effect the mind (sleep, fear etc) neither are they
effected by poison or disease. Some attacks and spells have an
additional effect on undead or do more damage.Dire Wolf
Movement: 12
Attack Dice: 4
Defend Dice: 3
Body Points: 3
Mind Points: 0
Special Rules:
Large: TheDire Wolfminiature will more then likely take up more
then one square. Place the miniature so it only takes up2 squares
(don't worry if it overlaps other squares slightly).It can also
attack figures adjacently and diagonally.
Undead: Dire Wolves are undead and are uneffected by spells and
attacks that would effect the mind (sleep, fear etc) neither are
they effected by poison or disease. Some attacks and spells have an
additional effect on undead or do more damage.
Doom Wolf
Movement: 9
Attack Dice: 6
Defend Dice: 4
Body Points: 5
Mind Points: 0
Special Rules:
Large: TheDoom Wolfminiature will more then likely take up more
then one square. Place the miniature so it only takes up2 squares
(don't worry if it overlaps other squares slightly).It can also
attack figures adjacently and diagonally.
Undead: Doom Wolves are undead and are uneffected by spells and
attacks that would effect the mind (sleep, fear etc) neither are
they effected by poison or disease. Some attacks and spells have an
additional effect on undead or do more damage.Liche
Movement: 4
Attack Dice: 5
Defend Dice: 4
Body Points: 10
Mind Points: 8
Special Rules:
Magic Spells: A Liche takes 9 Chaos Spells or 6 Necromancer Spells
and 3 Chaos Spells or 6 Chaos Spells and 3 Darkness Spells or 6
Chaos Spells and 3 Necromancer Spells or 6 Necromancer Spells and 3
Darkness Spells or 3 Chaos Spells, 3 Necromancer Spells and 3
Darkness Spells (Necromancer Spells and Darkness Spells are found
in Wizards of Morcar expansion).
Undead: Liches are undead and are uneffected by spells and attacks
that would effect the mind (sleep, fear etc) neither are they
effected by poison or disease. Some attacks and spells have an
additional effect on undead or do more damage.Nightmare
Movement: 12
Attack Dice: 3
Defend Dice: 2
Body Points: 5
Mind Points: 0
Special Rules:
Mount: Wights, Wight Lords, Vampire Thralls, Vampire Counts,
Vampire Lords, Liches and Necromancers can ride Nightmares. They
use the movement of the Nightmare and both monsters can attack at
once. Anyone who wants to attack them must choose to attack either
the rider or the Nightmare (If one is killed replace the model with
one that represents the rider on foot or an unridden
Nightmare).
Large: TheNightmare miniature will more then likely take up more
then one square. Place the miniature so it only takes up2 squares
(don't worry if it overlaps other squares slightly).It can also
attack figures adjacently and diagonally.
Undead: Nightmares are undead and are uneffected by spells and
attacks that would effect the mind (sleep, fear etc) neither are
they effected by poison or disease. Some attacks and spells have an
additional effect on undead or do more damage.
Skeleton
Movement: 6
Attack Dice: 2
Defend Dice: 2
Body Points: 2
Mind Points: 0
Special Rules:
Blunt Vulnerable: Skeletons are brittle and easily smashed by
bludgeoning weapons. They take double damage from weapons such as
Maces, War Hammers and Clubs.
Undead: Skeletons are undead and are uneffected by spells and
attacks that would effect the mind (sleep, fear etc) neither are
they effected by poison or disease. Some attacks and spells have an
additional effect on undead or do more damage.
Skeleton Reaper
Movement: 6
Attack Dice: 2
Defend Dice: 2
Body Points: 2
Mind Points: 0
Special Rules:
Blunt Vulnerable: Skeletons are brittle and easily smashed by
bludgeoning weapons. They take double damage from weapons such as
Maces, War Hammers and Clubs. Scythe: Skeleton Reapers are armed
with scythes and similar weapons that allows them to attack
diagonally.
Undead: Skeletons are undead and are uneffected by spells and
attacks that would effect the mind (sleep, fear etc) neither are
they effected by poison or disease. Some attacks and spells have an
additional effect on undead or do more damage.
Skeleton Archer
Movement: 6
Attack Dice: 2
Defend Dice: 2
Ballistic Dice: 2
Body Points: 2
Mind Points: 0
Special Rules:
Blunt Vulnerable: Skeleton Archers are brittle and easily smashed
by bludgeons and cudjels. They take double damage from weapons such
as Maces, War Hammers and Clubs.
Undead: Skeleton Archers are undead and are uneffected by spells
and attacks that would effect the mind (sleep, fear etc) neither
are they effected by poison or disease. Some attacks and spells
have an additional effect on undead or do more damage.
VampireBat
Movement: 16
Attack Dice: 4
Defend Dice: 4
Body Points: 5
Mind Points: 0
Special Rules:
Flight:Vampire Bats can fly over furniture and obstacles (such as
pit traps) and otherfigures with no penalty. They cannot end their
move on a piece of furniture orfigure however.
Undead:Vampire Bats are undead and are uneffected by spells and
attacks that would effect the mind (sleep, fear etc). Some attacks
and spells have an additional effect on undead or do more
damage.Wight
Movement: 4
Attack Dice: 3
Defend Dice: 4
Body Points: 4
Mind Points: 0
Special Rules:
Wight Blade: When a Wight attacks a character they don't just lose
Body Points for every undefended Skull rolled but will also lose a
Mind Point as well.
Undead: Wights are undead and are uneffected by spells and attacks
that would effect the mind (sleep, fear etc) neither are they
effected by poison or disease. Some attacks and spells have an
additional effect on undead or do more damage.Wight Lord
Movement: 4
Attack Dice: 4
Defend Dice: 5
Body Points: 8
Mind Points: 0
Special Rules:
Wight Blade: When a Wight Lord attacks a character they don't just
lose Body Points for every undefended Skull rolled but will also
lose a Mind Point as well.
Undead: Wight Lordsare undead and are uneffected by spells and
attacks that would effect the mind (sleep, fear etc) neither are
they effected by poison or disease. Some attacks and spells have an
additional effect on undead or do more damage.
Winged Nightmare
Movement: 16
Attack Dice: 5
Defend Dice: 4
Body Points: 10
Mind Points: 0
Special Rules:
Flight:Winged Nightmarescan fly over furniture and obstacles (such
as pit traps) and otherfigures with no penalty. They cannot end
their move on a piece of furniture orfigure however.
Mount: Wight Lords, Vampire Counts, Vampire Lords, Liches and
Necromancers can ride Winger Nightmares. They use the movement of
the Winged Nightmare (there for allowing them to fly over
obstacles) and both monsters can attack at once. Anyone who wants
to attack them must choose to attack either the rider or the Winged
Nightmare (If one is killed replace the model with one that
represents the rider on foot or an unridden Winged
Nightmare).
Large: The Winged Nightmare miniature will more then likely take up
more then one square. Place the miniature so it only takes up 4
squares (don't worry if it overlaps other squares slightly).It can
also attack figures adjacently and diagonally.
Undead: Winged Nightmares are undead and are uneffected by spells
and attacks that would effect the mind (sleep, fear etc) neither
are they effected by poison or disease. Some attacks and spells
have an additional effect on undead or do more damage.Zombie
Movement: 4
Attack Dice: 2
Defend Dice: 3
Body Points: 2
Mind Points: 0
Special Rules:
Undead: Zombies are undead and are uneffected by spells and attacks
that would effect the mind (sleep, fear etcneither are they
effected by poison or disease. Some attacks and spells have an
additional effect on undead or do more damage.
Zombie Dragon
Movement: 10
Attack Dice: 7/7/7
Defend Dice: 9
Ballistic Dice: 4
Body Points: 18
Mind Points: 0
Special Rules:
Flight: Zombie Dragon can fly over furniture and obstacles (such as
pit traps) and otherfigures with no penalty. They cannot end their
move on a piece of furniture orfigure however.
Pestilential Breath: Zombie Dragons breath a stream of decaying
vapour that blackens and shrivels the skin. Place the dragon breath
template infront of the dragon in the direction you wish it to use
its breath attack (must be a straight line, not diagonal). Ignore
the fact that