"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.
Faction Specific Rules:
Reanimator Virus: Roll a d6 for any unit (Friend or foe) that dies within 12" 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:
The Champions of the Void score secondary points based on annihilation and corruption. The following secondary objectives are always active:
Spread the Corruption: Score 1 Victory point for every 10 units of walkers placed on the field this round.
Bring the Apocalypse: Score 1 Victory point for every successful cast of corruption cast this round.
Assassination: Score 2 Victory points for every enemy hero killed this turn.
Whittle them down: Score 1 Victory point for every enemy unit killed this turn.
Void Heroes are harbingers of the end—Necromancers, Death Knights, and undead commanders who channel the will of the Dark. They do not lead armies… they command extinction.
Necromancers are the mysterious patrons of the Void, acting as their mouthpiece and voice, spreading the nihilistic decay.
Wargear options: Necromancers are equipped with a hand weapon, staff, and may add the following options:
Replace Hand Weapon with Spear (1 pt)
Talisman (25 pts)
Special Rules
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.
Vengeful Spirits: These Wraiths will always hit in melee on a 4+ and wound on a 3+.
Wraith: This unit already has the wraith profile applied.
Spell Book: Necromancers have access to the following spells: Root, Cloak, Blast, Lighting, Corruption, Reanimate, Summon Horde.
Undead champions, rumored to have once been the personal guards of Zephon himself!
Wargear options: Death Knights are equipped with a hand weapon and armor and may add the following options:
Replace Hand Weapon with Spear or Two Handed Weapon (1 pt)
Heavy Armor (1 pt)
Shield or Tower Shield (2 pts)
Talisman (25 pts)
Special Rules
Reanimator Symbiosis: These models may expend 1 affinity to ignore wounds on a 5+
Vengeful Spirits: These Wraiths will always hit in melee on a 4+ and wound on a 3+.
Lord: This model counts as a necromancer for the sake of Walker's Slave to Their Masters rule, but the range is only 12"
Wraith: This unit already has the wraith profile applied.
Spell Book: Death Knights have access to the following spells: Corruption, Summon Horde
Alphas are undead tasked with dolling out the orders of the wraith overlords. They are intelligent and capable, but ultimately still slaves to their masters.
Wargear options: Alphas are equipped with a hand weapon and armor and may add the following options:
Heavy Armor (1 pt)
Exo-suite (1 pt)
Off Hand Weapon or Buckler (1 Pt)
Throwing weapon (4 pts)
Bow, Longbow (7 pts), Composite Bow, or Crossbow (6 pts)
Bubble Shield (5 pts, may be taken multiple times )
Camo Cloak (5 pts) or Invisibility Cloak (10 pts)
Talisman (25 pts)
Spell Book (10 pts)
Special Rules
Alpha: This model counts as a necromancer for the sake of Walker's Slave to Their Masters rule, but the range is only 6"
TThralls, Walkers, and Voidborn form an endless tide of death. These units are expendable, relentless, and ever-growing—each fallen enemy feeding the ranks of the Void.
The Zombie profile reduces all stats by 1 and subtracts 2 points from the overall cost
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.
Wargear options: Soldiers are equipped with hand weapons and may add the following options:
Armor (1pt) or Heavy Armor (2 pt)
Off Hand Weapon, Two Handed Weapon, Buckler (1 Pt), or Shield (2 pts)
Bow, Longbow (7 pts), Composite Bow, or Crossbow (6 pts)
Special Rules
Slave to their Master: If this model is ever more than 24" from a necromancer, this model becomes a Walker. Apply the Zombie Profile and it loses access to all wargear except armor and heavy armor. They will also gain the Aimless and Feeding Frenzy special rules (see Walker profile).
Walkers make up the Horde of the Champions of the Void, they are mindless and expendable.
Wargear options: Walkers are equipped with hand weapons and may add the following options:
Armor (1pt) or Heavy Armor (2 pts)
Special Rules
Feeding Frenzy: Walkers will do anything to reach their victims, they have a reach of 2.
Aimless: If there is no Sorcerer on the Battlefield during the movement phase, Walkers can only move towards targets within 12". If there are no targets within 12" they may not move.
Walker: This unit already has the Zombie profile attached.
Once simply sick Terrans on the moon looking for a cure, they have been transformed into wraiths joined to the cause of Malak.
Wargear options: Voidborn are equipped with hand weapons and may add the following options:
Armor (1pt) or Heavy Armor (2 pt)
Spear or Pike (1 pt)
Shield (1 pt)
Short Bow (5 pt)
Special Rules
Wraiths: This unit already has the Wraith profile attached.
Vengeful Spirits: These Wraiths will always hit in melee on a 4+ and wound on a 3+.
Void monsters are twisted remnants of life, reborn through the Reanimator Virus. Nightmares, Wargs, and other corrupted beings exist only to spread decay and serve their masters.
Horses from Terra that were affected by the Reanimator Virus burst into blue flame with all the other mammals on the moon.
Wargear options: Nightmares are equipped with Apendages that operate as Hand Weapons.
Special Rules
Wraiths: This unit already has the Wraith profile attached and receives all the benefits of the wraith race.
Wraith Mount: Any Hero or Basic wraith unit may be mounted upon a Nightmare. They become one model, adding the mounts Aggression and Wounds to the total, and choosing the Highest Defense, Martial, and Strength stats among the two models.
Mindless: this model cannot be taken without a rider assigned to it.
Oblong: This unit is modeled on a 90mm x 52 mm Oval Base
Wolves from Terra were reborn as Wargs obedient ro Malak on the fateful evening of the blue sun.
Wargear options: Wargs are equipped with Apendages that operate as Hand Weapons.
Special Rules
Wraiths: This unit already has the Wraith profile attached and receives all the benefits of the wraith race.
Pack Hunter: Add +1 Integrity for each Warg within 1" of this model up to a maximum of 3.
The Titans of the Void are apocalyptic entities—living anomalies and constructs of ruin. They do not fight for victory, but for annihilation, bending reality itself toward oblivion.
Sleepers are actually invisible to the naked eye, what others see exists only within their minds eye, a sheer suggestion of an invisible horror.
Wargear options: sleepers carry no wargear and have no discernable stats.
Special Rules
A Distant Dream: Sleepers do not start on the battlefield and can only be placed by using the Summon Sleeper Spell.
Sleeping gods: This unit has no stats and cannot be fought, shot, or slain. It never activates for any actions unless affected by the "Dream Walk Spell".
Conduit of Affinity: Necromancers can cast spells from this unit instead of themselves when measuring range.
Waking Sleep Paralysis: While within 3" of this model, enemy units receive at -2 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 moves over any units, roll 1d6 for each unit, on a 4+ they suffer D3 wounds, saves may be taken against this attack.
Void Calling: When a Sleeper is included in the roster, all Necromancers gain the Void Caller Spells featured in this profile.
Void Caller Spell Book:
Summon Sleeper: Charge: 8 Special Rules: Movement Phase. Place a Sleeper model from outside the game wholly within 10" of the caster.
Dream Walk: Charge: 8 Special Rules: Movement Phase. Move a sleeper model in any direction 10".
Time Distortion: Charge: 8 Special Rules: Priority Phase. Win Priority this round, this spell is only available while a Sleeper is on the battlefield.
Reality Warping: Charge: 8, Special Rules: Movement Phase. Select any number of friendly or enemy models within 6" of the Sleeper. You may then reposition each selected model to any location within 6" of the Sleeper.
Restless Swing: Charge: 4, Special Rules: Fight Phase. Roll a d6 for all models within 3" of the sleeper, on a 4+ they receive D3 wounds. This spell can only be selected once per turn.
Sleeper Awakens: Charge: 20 Special Rules: Shooting Phase. All units within 24" of the Sleeper suffer 6 wounds, these wounds may not be ignored. Then, the Sleeper is slain and removed from the battlefield. Remove all terrain features wholly within 24" of the Sleeper from the battlefield.
Bastions are citadels carved from the very rock of Terran's Moon, spreading the sickness of Malak far and wide.
Wargear options: Bastions carry no wargear and have no discernable stats.
Special Rules
Conduit of Affinity: Necromancers can cast spells from this unit instead of themselves when measuring range.
Wrathful Haze: While within 3" of this model, enemy units may not add any positive integrity to their martial stat.
Bastion Transport: This unit may have up to 10 Hero or Basic Units or 5 Monsters stored inside it. Move any embarking models within 1" then remove them from the game. Models may also start the game already inside this Bastion. Models may be removed from this unit during any point of the movement phase. If this unit is slain, each model inside it placed on the map nearest to the location of this model and each model suffers 1 wound.
Open Top: Any models inside this transport may fire ranged attacks.
Bastion Caller: When a Bastion is included in the roster, all Necromancers gain the Bastion Spells featured in this profile.
Bastion Spell Book:
Summon Bastion: Charge: 4 Special Rules: Movement Phase. Place a Bastion model from outside the game within 10" of the caster.
Call forth the Bastion: Charge: 4 Special Rules: Movement Phase. Move a Bastion model in any direction 10".
Reanimator Virus Beam: Charge: 4, Range: 20", Special Rules: Shooting Phase. Apply the Zombie Profile to every non-wraith, unit within 12" of the Basion.