"All must fade."
The Champions of the Void embrace nihilism, worshipping "the Dark," a sentient antimatter force that destroyed the Essentia. Driven by the belief that all things must return to nothingness, they seek the destruction of all life, hoping for the galaxy to be consumed by the Reanimator Virus. Their goal is simple: to usher in an age of nothingness, where all existence fades into oblivion.
1 Necromancer
5 Walkers
Faction Specific Rules:
Reanimator Virus: Roll a d6 for any unit (Friend or foe) that dies within 1" of a Necromancer. On a 4+ One Necromancer within range gains 1 Affinity point at the end of the phase.
Friendly Fire: This Faction will shoot even if an ally is in the way.
Faction Specific Secondary Missions:
Secondaries: roll a d3 to pick one.
1. Pilgrimage: move the HQ into the enemy starting table quarter.
2. Awaken the sleeper: summon a sleeper and reach the enemy HQ with it.
3. Herald the apocalypse: have 2 units of walkers alive on every table quarter at the end of the game.
The Bastion is a Necromancer fortress complete with libraries full of grimories.
Key Words: [HQ] [Temple][Harvest 20]
1 2 A
1 2 R
1 2 R
1 2 R
1 7 A
1 2 R
20 A
Special Rules:
When this Building is Built, it can be placed within 3" of the Necromancer and placed on top of any other model and those models will instantly be destroyed.
A small moon burning with blue energy, filled with cursed energy. The meteor itself is a fragment of Terra's Moon.
Key Words:
1 2 A
1 2 R
1 2 R
1 2 R
1 7 A
1 2 R
20 A
Necromancers are the mysterious patrons of the Void, acting as their mouthpiece and voice, spreading the nihilistic decay.
Key Words: [Build][Commander]
Special Rules:
Wraith: This model ignores terrain
Reanimator Symbiosis: These models may expend 1 affinity to ignore wounds on a 5+
Masters of Affinity: This unit may cast 3 spells per phase.
Talismans: This unit generates 5 Aether per turn in the Harvest phase.
Summon Horde: This unit may Build Walkers in the Build phase.
Upgrades:
Nightmare: +2 to move [Locked Nightmare]
Spell Book:
Blast: Charge: 1, Range: 1", Strength: 2, Damage: 1, Special Rules: Shooting Phase.
Lighting: Charge: 2, Range: 1", Strength: 6, Damage: 1, Special Rules: Shooting Phase.
Root: Charge: 1, Range: 1", Special Rules: Shooting Phase. Reduce Movement and Marital of the target by 2.
Cloak: Charge: 1, Range: Self, Special Rules: Movement Phase. This unit and any coherent unit has cover 4.
Corrupt: Charge: 1, Range: 1", Special Rules: Shooting Phase. This spell targets a single unit within 1". If the spell succeeds that unit will turn into walkers when slain.
Reanimate: Charge: 2, Range: 1", Special Rules: Movement or Shooting Phase. Effect: Restore 1 missing Wound to a friendly unit.
Walkers make up the Horde of the Champions of the Void, they are mindless and expendable.
Key Words:
Thralls are slaves of the Necromancers and held in a state between life and death. Should they ever stray too far from their master's machinations, they will succumb to the Reanimator Virus fully becoming a walker.
Key Words:
Upgrades:
Alpha: +1 to all stats, including Destinty, Faith, Affinity [Locked Alpha]
Once simply sick Terrans on the moon looking for a cure, they have been transformed into wraiths joined to the cause of Malak.
Key Words:
Special Rules:
Wraith: This model ignores terrain
Upgrades:
Nightmare: +2 to move [Locked Nightmare]
Wolves from Terra were reborn as Wargs obedient ro Malak on the fateful evening of the blue sun.
Key Words: [Elite]
Special Rules:
Wraith: This model ignores terrain
Upgrades:
Nightmare: +2 to move [Locked Nightmare]
Undead champions, rumored to have once been the personal guards of Zephon himself!
Key Words: [Elite]
Special Rules:
Wraith: This model ignores terrain
Tower Shields: This model has a 4+ save.
Vengeful Spirits: These Wraiths will always hit in melee on a 4+ and wound on a 3+.
Upgrades:
Nightmare: +2 to move [Locked Nightmare]
Sleepers are actually invisible to the naked eye, what others see exists only within their minds eye, a sheer suggestion of an invisible horror.
Key Words: [Elite]
Special Rules:
A Distant Dream: Sleepers must stay adjacent to a necromancer or they are removed.
Sleeping gods: This unit has no stats and cannot be fought, shot, or slain. It never activates for any actions and moves with a necromancer as if it was the same model. It does not trigger the Commander Rule.
Waking Sleep Paralysis: While within coherency of this model, enemy units receive at -1 to Martial and Move.
No Mass No Matter: This model ignores all terrain and models when moving, it cannot end its move on top of any models.
Gravitational Crush: When this model finishes its move within coherency of enemy units, roll 1d6 for each unit, on a 4+ they suffer 1 wound.
Time Distortion: Spend 8 [A] in the priority phase to win priority.