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.