Codex Undead
by Dan Nelson
dnelson@pacific.mps.ohio-state.edu
check out aluminumangel.org for updates and other lists

Characters:	Up to half the point value of the army.
Squads:	At least a quarter of the points value of the army.
Support:	Up to half the points value of the army.
Allies:	Chaos (Undead may be used as an ally by Chaos)
Undeath
Undead are not considered alive and do not breathe.  They are unaffected by needle guns, medi-packs, frenzon, immune, combat drugs, choke, hallucinogen, scare, toxin, virus, conversion field flashes, smoke, etc.  They are considered to have auto-senses for the purposes of photon grenades.  If an undead model is ignited from a hit by a flame weapon, it may ignore the fire and will not move randomly.  The model will continue to take damage from the fire as normal.

Psychology
Undead are immune to all psychological effects as described in the Warhammer 40,000 Rulebook.  They cannot be affected by fear, terror, or any other psychology rule.

Break
Undead automatically pass any break tests they are required to make.  They cannot be broken under any circumstances.

Fear
Undead are horrific aberrations of nature.  They cause fear as described in the main Rulebook.

Spirits
Some undead consist of near intangible spirits existing independent of material bodies.  These undead have wispy, translucent forms and as such all shots fired at a spirit suffer a -1 to hit modifier.  Spirits are difficult to damage with physical objects and many attacks will pass right through them.  They receive a 4+ unmodifiable saving throw.  However, this saving throw is ineffective against force weapons, psychic attacks, and psycannons.  It follows the rules for daemonic auras.  Spirits do not walk but hover above the ground and move by the force of their own will.  They ignore movement modifiers due to difficult and very difficult terrain.  They may not, however, move over impassable terrain.

Strategy Rating
An army of undead has a strategy rating of 0.

Flails
While never seen in the hands of modern troops, these forgotten weapons are often carried by undead.

	Range	To hit	Save	Armour
	Short	Long	Short	Long	Str.	Dam.	Mod.	Pene.		Special
Flail			Close combat only			S	1	 -	D6+S		flail
Power Flail		Close combat only			6	1	-2	D6+D12+6	flail

A flail cancels one of a close combat opponent’s parries.  For example, an opponent wielding two swords would have only one parry.  Flails may not, however, be used to parry.  Additionally, a model struck by a flail in close combat automatically misses any shield-based armour save it may have.

CHARACTERS

0-1 Lich
	Lich:			123 points
	Elder Lich:		168 points
	Ancient Lich:		231 points 

If a Lich is chosen, it is automatically the Army Commander and has a strategy rating of 0.  A Lich may be armed with any combination of weapons and additional equipment allowed by the Undead Army Wargear list.  A Lich may have up to three Wargear cards.

			M	WS	BS	S	T	W	I	A	Ld
Lich			6	6	3	5	4	2	6	2	9
Elder Lich		6	7	4	6	5	3	7	3	9
Ancient Lich		6	8	5	6	5	4	8	4	10

Psychics
Lich are psykers of mastery level two, three, and four respectively.  Their primary discipline is Undead and their tertiary discipline is Necromancy.

Unholy Armour
Lich wear ancient, unholy armour.  This gives them a magical, unmodifiable armour save of 4+, which is fully effective against force weapons and psychic attacks.

Undead
Lich are undead and follow the undead rules for undeath, psychology, break, and fear.

Necromancer
	Necromancer:		40 points
	Necromancer Champion:	65 points
	Necromancer Lord:		115 points
	Necromancer Master:	160 points 

If a Lich is not chosen, a Necromancer must be the Army Commander with a strategy rating of 0.  A Necromancer is armed with laspistol and flak armour (6+ save).  A Necromancer may be equipped with any combination of additional wargear allowed by the Undead Army Wargear list.  A Necromancer or Necromancer Champion may have one Wargear card, a Necromancer Lord may have up to two Wargear cards, and a Necromancer Master may have up to three Wargear cards.

			M	WS	BS	S	T	W	I	A	Ld
Necromancer		4	3	3	3	4	1	4	1	7
Necromancer Champion	4	4	4	4	4	2	4	1	7
Necromancer Lord	4	5	5	4	4	3	5	2	7
Necromancer Master	4	6	6	4	4	4	6	3	8

Psychics
Necromancers are psykers of mastery level one, two, three, and four respectively.  Their primary discipline is Necromancy and their tertiary discipline is Adeptus.

Hardened Will
Necromancers live in a world of the horrific and the macabre.  They are immune to fear and creatures that normally cause terror cause only fear in them.

0-3 Vampires
	Vampire:			62 points
	Elder Vampire:		82 points
	Ancient Vampire:		120 points

Vampires may be armed with any combination of weapons and additional equipment allowed by the Undead Army Wargear list.  A Vampire may have up to two Wargear cards and may be a psyker of any mastery level (+25 points per level).

			M	WS	BS	S	T	W	I	A	Ld
Vampire			4	5	5	7	5	1	6	1	9
Elder Vampire		4	6	6	8	6	2	7	2	10
Ancient Vampire		4	7	7	8	6	3	8	3	10

Psychics
Vampires may be psykers of any mastery level.  Their primary discipline is Undead and their tertiary discipline is Necromancy.

Vulnerability to Light
Vampires are inordinately sensitive to light.  While they are considered to be wearing protective visors, photon grenades and conversion field flashes cause Vampires a S5 hit with no saving throw.

Frenzy
Vampires are affected by the psychology rules described for frenzy in the Warhammer 40,000 Rulebook.

Undead
Vampires are undead and follow the undead rules for undeath, psychology, break, and fear except as noted above.

Wraith													83 points
Wraiths may not be armed with any equipment or Wargear cards.

			M	WS	BS	S	T	W	I	A	Ld
Wraith			6	6	5	3	3	2	6	2	9

Soulblade
Many Wraiths are armed with swords or other weapons that are part of their being, allowing them to strike at the very essence of their targets.  A model hit by a Wraith receives no armour saving throw.  In addition a Wraith automatically penetrates vehicular armour but damage rolls are made with a -1 modifier (minimum of one).  Only psychics, daemonic auras, and null-shields offer protection.  No matter what form a Wraith's weapon takes, the wraith may not parry.

Spirit Body
Wraiths are intangible forms and follow the rules for spirits.

Undead
Wraiths are undead and follow the undead rules for undeath, psychology, break, and fear.

Revenant												70 points
Revenants may not be armed with any equipment or Wargear cards.

			M	WS	BS	S	T	W	I	A	Ld
Revenant		6	3	3	2	3	2	4	1	9

Psychics
Revenants are psykers of mastery level two.  Their primary discipline is Undead and their tertiary discipline is Necromancy.

Spirit Body
Revenants are intangible forms and follow the rules for spirits.

Undead
Revenants are undead and follow the undead rules for undeath, psychology, break, and fear.

0-1 Shadow												88 points
Shadows may not be armed with any equipment or Wargear cards.

			M	WS	BS	S	T	W	I	A	Ld
Shadow			5	6	0	3	3	2	7	2	9

Shadow Touch
Shadows have a shadow touch that they use in close combat.  No Strength/Toughness check is required.  Instead the Shadow must roll equal or above his opponents Ld on 3D6 in order to cause a wound.  In addition the shadow touch has a -3 saving throw modifier, as the Shadow seeps through seams in the armour, and causes D3 wounds.

Infiltration
Shadows can be set up deep within the battle area as described in the Infiltration rules of the Warhammer 40,000 Rulebook.

Shadow Body
Shadows follow the rules for spirits.  Due to a Shadow's dim, murky form opponents firing on a Shadow receive an additional -1 penalty to hit.

Undead
Shadows are undead and follow the undead rules for undeath, psychology, break, and fear.

Dark Acolyte												38 points
Necromancers often bring their apprentices into battle with them.  While these fledgling psykers have little control over their horrific capacity, they are still capable of bringing forth huge gouts of energy, channeling it through their already corrupt and twisted minds.  You may have up to two Dark Acolytes in your force for each Necromancer included.  These Dark Acolytes form a special unit with that Necromancer.  A Dark Acolyte may be equipped with wargear chosen from the Skeleton Equipment and Assault Weapons sections of the Undead Army Wargear list.

			M	WS	BS	S	T	W	I	A	Ld
Dark Acolyte		4	3	3	3	3	1	3	1	7

Novice Psyker
Dark Acolytes are not skilled enough to be of psychic level one.  For all purposes they are considered psykers of level zero.

Beckon
While they have little control over their powers, Dark Acolytes are able to bring forth a frenzy of spirits from the very bowls of the earth.  This is done during the psychic phase.  It is considered a psychic power and can be Nullified but it costs no force cards to use.  Place the 1½" radius template anywhere on the table and roll the Artillery and Deviation dice.

Artillery die	Deviation die	Effect
arrow	2, 4, 6, 8, and Misfire	The template deviates the number of inches rolled on the Artillery die.  Treat a Misfire as zero.
Hit	2, 4, 6, and 8	The template deviates half the number of inches rolled on the Artillery die.
Hit	Misfire	The Dark Acolyte is consumed by his own power and crumbles to dust.  Remove the Dark Acolyte from the table and treat him as a casualty.  The attack dissipates with no effect.

Skeletal spirits burst forth from the earth and attempt to drag down any who are not quick enough to escape their grasp.  All models under the template are effected.  Those half in and half out of the template are hit on a 4+ on D6.  Effected models must roll under their Initiative on D6 or die with no armor saving throw possible.  Sixes do not automatically kill the model.  For each model that dies, roll a D6.  If any sixes are rolled, the power of these new dead allows the spirits to continue there horrific frenzy.  The template expands ½" in radius and all models under it are again effected as before.  Continue this until no sixes are rolled or no models are killed.  Place D4 Skeletons in unit coherency anywhere within the final area effect of the ability.  These Skeletons are unequipped and form a new unit.  No victory points are gained for destroying them.

Skeleton Lord											30 points
A Skeleton Lord may be equipped with any combination of additional wargear allowed by the Undead Army Wargear lists, and may have one Wargear card.  It may also be equipped with a skeletal steed (+6 points).

			M	WS	BS	S	T	W	I	A	Ld
Skeleton Lord		4	5	5	3	3	3	5	3	7

Undead
Skeleton Lords are undead and follow the undead rules for undeath, psychology, break, and fear.

SQUADS

Skeletons												3 points per model
Skeletons must be chosen in units of 5 to 40.  A Skeleton Champion may be added to a skeleton unit to lead it (+6 points).  Any model may be equipped with Skeleton equipment chosen from the Wargear list.  Up to one model may be armed with a special weapon.  Up to half of the unit may be armed with heavy weapons chosen from the Wargear list.  If you do not equip any of the models with heavy weapons, the unit may be mounted on Skeletal Steeds (+6 points per model).

			M	WS	BS	S	T	W	I	A	Ld
Skeleton			4	2	2	2	2	1	2	1	5
Skeleton Champion	4	3	3	2	2	1	3	1	6
Skeletal Steed		8	2	0	3	2	1	2	1	3

Undead
Skeletons are undead and follow the undead rules for undeath, psychology, break, and fear.

Zombies												4 points per model
Zombies must be chosen in units of 5 to 40.  Zombies will discard any equipment they are armed with.

			M	WS	BS	S	T	W	I	A	Ld
Zombie			4	2	0	3	4	1	1	1	5

Undead
Zombies are undead and follow the undead rules for undeath, psychology, break, and fear.

Ghouls												9 points per model
Ghouls may be chosen in units of 5 to 20.  A Ghast may be added to a Ghoul unit to lead it (+12 points).  Ghouls may not be armed with any equipment.

			M	WS	BS	S	T	W	I	A	Ld
Ghoul			4	3	0	5	3	1	3	2	5
Ghast			4	4	0	5	3	1	4	2	6

Stench
The rotting body of a Ghoul or Ghast gives off a nauseating odor.  All hand-to-hand opponents must roll under their Toughness every round on D6 or suffer a -1 modifier to their WS.  Sixes always fail.

Frenzy
Ghouls and Ghasts are affected by the psychology rules described for frenzy in the Warhammer 40,000 Rulebook.

Undead
Ghouls and Ghasts are undead and follow the undead rules for undeath, break, and fear.  They follow the undead rules for psychology with the exception of frenzy.

Mummies												15 points per model
Mummies may be chosen in units of 5 to 20.  A Mummy Champion may be added to a Mummy unit to lead it (+19 points).  Mummies may not be armed with any equipment.

			M	WS	BS	S	T	W	I	A	Ld
Mummy			3	5	0	4	5	2	2	2	7
Mummy Champion	3	6	0	4	5	2	3	2	8

Vulnerability to Flame
Mummies are the dried and dusty remains of once great humans or elves.  All plasma, melta, and flamer weapons damage Mummies with a +2 modifier to Strength.

Undead
Mummies are undead and follow the undead rules for undeath, psychology, break, and fear.

Wights												12 points per model
Wights may be chosen in units of 5 to 20.  Any model may be equipped with Skeleton equipment chosen from the Wargear list.  Additionally, any model may be equipped with a boltgun (+4 points).  Up to one model may be armed with a special or heavy weapon.  

			M	WS	BS	S	T	W	I	A	Ld
Wight			4	4	3	3	3	1	3	1	6

Undead
Wights are undead and follow the undead rules for undeath, psychology, break, and fear.

Shades												31 points per model
Shades may be chosen in units of 5 to 10.  Shades may only be armed with spirit bows (+5 points per model).

			M	WS	BS	S	T	W	I	A	Ld
Shade			6	3	3	2	2	1	3	1	8

Life Drain
Shades may phase partially through physical objects.  As such, despite their low strength, Shades have a -3 saving throw modifier in hand-to-hand combat.  In addition, for every wound an opponent receives from a Shade, either in hand-to-hand combat or via a spirit bow, they must roll under their Toughness on D6.  Sixes always fail.  If they fail, that wound has been absorbed by the unit of shades.  The next wound done to any shade in the unit is taken by the absorbed wound instead.  Wounds may be stored for any length of time.

Spirit Bows
Spirit bows are considered normal ranged weapons with the following statistics.

	Range	To hit	Save	Armour
	Short	Long	Short	Long	Str.	Dam.	Mod.	Pene.		Special
Spirit Bow			12"	24"	+1	0	5	1	-2	D6+5		see below

Spirit bows cause fear as described in the Warhammer 40,000 Rulebook.

Spirit Body
Shades are intangible forms and follow the rules for spirits.

Undead
Shades are undead and follow the undead rules for undeath, psychology, break, and fear.

Harbingers												16 points per model
These horrific skeletal spirits burst from the earth at the feet of the enemy, a herald of encroaching death.  Harbingers may be chosen in units of 5 to 8.  You may include two units of Harbingers in your force for each Necromancer included.

			M	WS	BS	S	T	W	I	A	Ld
Harbinger		4	3	3	5	5	1	5	1	8

Rising Dead
Harbingers are not setup at the beginning of the battle as per normal troops.  Instead, they burst from the ground at the beginning of the undead player's first turn.  They may be placed anywhere on the battlefield except for within the opponent's deployment zone.  They may charge that same turn.

Foretelling Wail
Harbingers call with a terrifying wail that foretells the arrival of the undead hordes.  Any model on overwatch charged by a Harbinger will lose his nerve and may not fire unless they first pass a Leadership test with a -2 penalty.

Undead
Harbingers are undead and follow the undead rules for undeath, psychology, break, and fear.

Wraith Knights											32 points per model
Your undead army may include one unit of 3 to 8 vengeful Wraith Knights.  Wraith Knights are mounted on Wraith Steeds and may be equipped with wargear from the Armour, Skeleton Equipment, and Assault Weapons sections of the Undead Wargear list.

			M	WS	BS	S	T	W	I	A	Ld
Wraith Knight		4	5	5	3	4	1	5	2	8
Wraith Steed		8	4	0	5	4	1	4	1	7

Crushing Charge
Wraith Knights close into combat with a thundering charge, smashing the ranks of their enemy.  If a Wraith Knight kills all of its close combat opponents in the same turn in which it charged and can reach an unopposed enemy model with its follow-up move, it may fight a second round of hand-to-hand with that enemy model.  The Wraith Knight still counts as having charged for this second combat.

Undead
Wraith Knights are undead and follow the undead rules for undeath, psychology, break, and fear.

SUPPORT

Vehicles												See Datafax
An undead army may include any of the vehicles listed in the Vehicle section of the Undead Wargear list.  The points value for the vehicles includes a crew of unequipped Skeletons.  Any targeters that are normally fitted to weapons are not included.  For the purposes of transportation in vehicles, Skeletons and Zombies count as half of a normal model.

			M	WS	BS	S	T	W	I	A	Ld
Skeleton			4	2	2	2	2	1	2	1	5

UNDEAD ARMY WARGEAR LIST

Skeleton Equipment
Any number per model.
Axe or Spear				0† 
Flail					½
Sword					1
Two-handed Weapon (+2 S; lose ties)		½
Two-handed Sword (+2 S; parry; lose ties)	1½
Ancient Armour				½
Ancient Shield				½
Laspistol					1
Lasgun					2
Crossbow					1

Armour
One item per model.  Mounted models may not choose Power Armour.
Flak Armour				1
Mesh Armour				3
Carapace Armour				7
Power Armour				12
Refractor Field				6

Assault Weapons
Any number per model.
Power Axe				7
Power Sword				6
Power Flail				6
Chainsword				2
Autopistol				1
Bolt Pistol				2
Hand Flamer				7
Plasma Pistol				5

Special Weapons
One per model.
Flamer					9
Meltagun					8
Plasma Gun				8
Boltgun					4
Shotgun					2

Heavy Weapons
One per model.  May not be chosen for Character models.
Autocannon				16
Heavy Bolter				10
Lascannon				30
Missile Launcher with Frag & Krak missiles	30
Multimelta				43
Heavy Plasma Gun				27
Heavy Stubber				7
Mortar					20

Vehicles
Chimera
Griffin
Basilisk
Leman Russ Demolisher
Leman Russ Battle Tank
Hellhound

WARGEAR CARDS

Flaming Skull												18 points
A flaming skull is a human skull burning with the furry of the life it once possessed.  It is thrown as a grenade and explodes on impact, covering a 3" radius with hellish flame.  Everyone inside its burst effect takes a S4 hit with a -2 saving throw modifier.  Those half in and half out of the template are hit on a 4+ on D6.  Discard after use.  Undead only.

Orb of Souls												20 points
An orb of souls is a crystal bauble in which are imprisoned five once mortal souls.  The spirits are set free when the orb broken and take the form of Skeletons.  An orb of souls may be thrown as a grenade or triggered on the shooting phase by a wielder in hand-to-hand combat.  If thrown, the Skeletons are placed in close combat with the target.  If the orb breaks on the open ground, the Skeletons may be placed anywhere within 3" of the point of impact.  If the orb is broken during hand-to-hand combat, the Skeletons are placed in close combat with the wielder's opponent.  Any Skeletons that can not be placed in base-to-base contact may be placed anywhere within unit coherency.  The five Skeletons form a unit and may fight hand-to-hand combat on the round they are created but do not count as charging.  They carry no equipment.  Discard after use.  Undead only.

Key of the Dead												30 points
This mystic key opens the very gates of death.   If a Necromancer is killed anywhere on the battlefield, the holder of the key may open a portal and release the magus.  The revived model may be placed anywhere within 3" of the holder of the key.  Only a mortal with such great knowledge in the ways of the dead can survive this journey.  Even then the Necromancer must pass a Ld test with a +1 modifier.  Discard after use.  Undead only.

Bonestaff												25 points
A bonestaff is an ancient node of dark power.  It fires a pulse of evil energy and is treated as a ranged weapon.

	Range	To hit	Save	Armour
	Short	Long	Short	Long	Str.	Dam.	Mod.	Pene.		Special
Bonestaff			12"	24"	+1	0	7	D8	-3	D6+D8+7	      	   -

Undead only.

Rod of Blackened Soul											20 points
The rod of blackened soul corrupts the spirit of its targets and destroys their very essence.

	Range	To hit	Save	Armour
	Short	Long	Short	Long	Str.	Dam.	Mod.	Pene.		Special
Rod of Blackened Soul	8"	16"	+1	0	-	-	-	-		see below

Any living model hit by the rod must make an immediate Ld test with a -2 modifier or die regardless of Toughness, armour, or wounds.  Undead only.

Spirit Reaper												20 points
This ancient weapon of evil takes the form of a huge scythe.

	Range	To hit	Save	Armour
	Short	Long	Short	Long	Str.	Dam.	Mod.	Pene.		Special
Spirit Reaper		Close combat only			6	1	-4	D6+D12+6	see below

A spirit reaper requires two hands to use and may be used to parry.  For every living model killed by the spirit reaper in the close combat phase, one additional warp card may be drawn by the undead player in the psychic phase.  Undead psykers only.

Blade of Enervation											10 points
A blade of enervation is a sword of pure blackness that absorbs the life force of its targets.  A model wielding a blade of enervation gains +1 Strength.  For every wound caused by the blade, D4 points are immediately and permanently drained from the target's Toughness.  The user may parry.  Undead only.

Black of Night												25 points
This ancient flail binds the souls of those it destroys to the service of its master.

	Range	To hit	Save	Armour
	Short	Long	Short	Long	Str.	Dam.	Mod.	Pene.		Special
Black of Night		Close combat only			7	1	-3	D6+D12+7	flail, see below

At the end of the close combat phase, the wielder of this relic gains one Skeleton for every model it killed using the flail.  These Skeletons form a unit lead by the owner of the flail.  They may be placed anywhere within 3" of the owner in unit coherency and are equipped with ancient armour, ancient shields, and swords.  If they are placed in hand-to-hand combat, they do not count as charging.  Undead only.

Unholy Crook												25 points
Powerful undead use this artifact to herd their flock of tortured souls.  At the end of the psychic phase, one unused force card may be stored in the unholy crook and used in subsequent psychic phases.  In hand-to-hand combat the unholy crook increases the wielder's Strength by a number equal to his mastery level and wounds daemons automatically with no saving throw possible.  In addition, any psychic powers cast by the wielder of an unholy crook are resistant to nullification.  Nullifies are canceled on a roll of 5+ on D6, rolled before the nullification success roll.  Additional nullifies may still be attempted.  Undead psykers only.

Scepter of the Lich											20 points
The scepter of the lich is used only by the greatest undead entities.  At the end of the psychic phase one or two unused force cards may be stored in the scepter.  In hand-to-hand combat the scepter increases the wielder's Strength by a number equal to his mastery level and wounds daemons automatically with no saving throw possible.  A hit from the scepter inflicts D3 damage and restores one of the wielder's wounds.  Lich only.

Monstrance of Shameful Desecration									25 points
This artifact is an ancient monstrance encrusted with glyphs and sigils of the darkest evil.  It may be employed as a weapon in close combat.

	Range	To hit	Save	Armour
	Short	Long	Short	Long	Str.	Dam.	Mod.	Pene.		Special
Monstrance of 
  Shameful Desecration 	Close combat only			9	D4	-3	D6+D20+9	see below

A model carrying the monstrance of shameful desecration causes terror as described in the Warhammer 40,000 Rulebook.  Undead only.

Book of Unhallowed Chants										15 points
This artifact is a tome of unspeakable evils.  If the model carrying the book does not charge, run, or shoot and is not involved in hand-to-hand combat, it may read aloud from the tome's pages during the shooting phase.  The nearest enemy unit or model in line of sight within 12" must take an immediate Break test with a -1 modifier even if they have already taken a Break test this turn.  If the nearest model or unit cannot be broken, the chanting is ineffective.  Undead only.

PSYCHIC POWERS

Undead
Undead draw from this as their primary deck.  It is devoted to the powerful energies of darkness and evil.

Atrophy
Force 1
The caster reaches out with its decaying hand and touches a victim in base-to-base contact with him.  The model must roll under its Toughness on D6 or begin to atrophy away.  Strength and Toughness are halved, round down, for the remainder of the battle.

Become
Force 2		Range:  60"
The caster frees its soul of its current body and moves to any Skeleton or Zombie within 60".  The casting model may be moved to take the position of any Skeleton or Zombie.  The replaced model is effectively dead.

Grasp of Cessation
Force 1		Range:  36"
On the command of the caster skeletal hands burst through the ground and grasp one unit or model within 36".  The victims may not move by any means, including teleportation, unless they roll under their Strength on 2D6.  Units roll as one.  This card should be placed by the target or face up on the table edge to indicate it is in play.  Grasp of Cessation remains in play until the psychic phase after the victims first movement phase or it is nullified.  Grasp of Cessation may be used on any non-skimmer vehicle in which case the vehicle must test against its Ram Strength.

Enervate
Force 2		Range:  24"
Dark energy leaps from the caster's fingers up to 24", striking the first target in its path.  The target suffers D3 S5 hits.  If this successfully causes damage to a living target, it must also roll less than or equal to its Leadership on 3D6 or the caster will add one to his Wounds characteristic.

Shriek of the Banshee
Force 2		Range:  16"
The undead caster shrieks with the horrifying scream of a banshee.  Every enemy unit and character model within 16" of the caster must take an immediate Break test even if they have already taken a Break test this turn.  Shriek of the Banshee has no effect on creatures which can not be broken.

Slay
Force 3		Range:  24"
The caster destroys the soul of any model within 24".  The victim must roll equal to or under its Toughness on 2D6 or die.  Armour does not protect against Slay.  The crew of vehicles may be the target of Slay.

Wind of Death
Force 3		Range:  24"
The caster calls down a swirling wind of shrieking, howling spirits.  Wind of Death may be cast of any unit or character model within 24".  It inflicts 3D6 wounds minus the target's Leadership.  In the case of a unit, use the unit's basic Leadership not that of any personalities leading it.  When assigning these wounds, the members of the unit with lower Leadership must be destroyed before any models with higher Leadership are affected.  Armour offers no protection.  For every death caused by Wind of Death, one Skeleton is created, forming a new unit within 3" of the victims of the Wind of Death.  These Skeletons carry no equipment and no victory points are gained by destroying them.

Wind of Despair
Force 1		Range:  24"
The caster calls down a chilling wind of ash and bone dust on any unit or character model within 24".  The storm disheartens its targets to the point that their Leadership is effectively reduced by two while the power is in effect.  This card should be placed by the effected models or face up on the table edge to indicate it is in play.  Wind of Despair remains in play until it is nullified.

Necromantic
Necromancer's draw from this as their primary deck.  It is devoted to the creation and enhancement of undead.

Beget
Force 1-3		Range:  12"
The Necromancer raises a unit of 5 to 15 Skeletons from the very earth.  Five Skeletons are created for every force card played.  These Skeletons may form their own unit or be added to a existing unit.  Place the first model within 12" of the caster and place the remaining within 4" of the first and in unit coherency.  Models may be put in hand-to-hand combat but do not count as charging.  No victory points are gained by destroying this unit.  The equipment carried by the Skeletons is determined randomly.  Consult the chart below.

	D6 Roll		Equipment
	1-2		ancient armour, ancient shield, and sword
	3-4		laspistol and axe or spear
	5-6		lasgun

Conceive
Force 1-3		Range:  12"
The Necromancer draws power from the warp and creates a unit of 6 to 18 Zombies.  Six Zombies are created for every force card played.  These Zombies may form their own unit or be added to a existing unit.  Place the first model within 12" of the caster and place the remaining within 4" of the first and in unit coherency.  Models may be put in hand-to-hand combat but do not count as charging.  No victory points are gained by destroying this unit.

Hateful Return
Force 2		Range:  24"
Hateful Return allows the Necromancer to raise into undeath any one enemy model that died this turn.  The risen model becomes a Skeleton Lord but retains all equipment it carried in life.  Consider force weapons to be mundane when the Skeleton Lord wields them.  All enemy units and characters within 8" that have line of sight to the newly risen Skeleton Lord must take an immediate Break test even if they have already taken a Break test this turn.  Creatures which can not be broken are unaffected.  No victory points are gained by destroying this model.

Dark Vitality
Force 2		Range:  24"
The Necromancer imbues an undead unit within 24" with a dark vitality.  Until the next psychic phase this unit gains an additional 2D6 wounds.  Wounds done to any members of the unit by any means are deducted from this 2D6 before the models themselves are damaged.  Dark Vitality card should be placed by the effected models or face up on the table edge to indicate it is in play.  Take it back at the beginning of the next psychic phase.  Character models leading the effected unit do not receive protection from Dark Vitality unless that character is the unit's champion and may not leave the unit.

Requite
Force 1		Range:  48"
The Necromancer draws back the warp energy invested in the creation of Skeletons and Zombies as their bodies fall to dust.  Requite allows the undead player to destroy any Skeletons and/or Zombies within 48" and draw one warp card plus one for every full four Skeletons or five Zombies destroyed.

Spirit Mend
Force 1		Range:  32"
The Necromancer draws on dark power and mends the spirit and body of any one undead model within 32".  All wounds inflicted on the target model are healed and any other characteristics that have been lowered are reset to their original values.

Surge of Darkness
Force 2		Range:  72"
Surge of Darkness sends an overload of dark energy into the body of any Skeleton or Zombie within 72".  The target model is destroyed, detonating in a fiery explosion and throwing out razor sharp shards of bone in all directions.  Place a 3" burst template over the model.  Everything under the template takes a S5 hit.

Unholy Armour
Force 1		Range:  12"
Unholy Armour may be cast on any undead unit or character within 24".  The effected models receive an additional unmodifiable 5+ armour saving throw on D6.  This card should be placed by the effected models or face up on the table edge to indicate it is in play.  Unholy Armour remains in play until it is nullified.

 SPECIAL CHARACTERS

Maegrolth Plaguine											165 points + wargear
Once a great Chaos Champion of Nurgle, Maegrolth was cut down in battle long ago by Asurmen, the Hand of the Phoenix King.  He swore with his dying breath that he would have his revenge and would be there on the day when the last of the Aspect shrines is defiled.

			M	WS	BS	S	T	W	I	A	Ld
Maegrolth Plaguine	4	7	7	5	7	3	7	3	10
Plague Zombie		4	2	0	3	5	1	1	1	5

Wargear
Maegrolth caries his Axe of Ruin with him into battle.  You may equip him with additional wargear from the Skeleton Equipment, Assault Weapons, and Special Weapons sections of the Undead Wargear lists.

Plague Zombies
Maegrolth may act as a champion for a special unit of, initially, no more that ten Plague Zombies (9 points per model).  Only Maegrolth may lead this unit and Maegrolth may not lead any units other than his Plague Zombies.

The Rotting Plague
Maegrolth's body is the host of innumerable diseases, the worst of which is the rotting plague.  This horrific malady is highly contagious and destroys its host's brain in a matter of seconds.  The victim does not fully die, but rather becomes a Plague Zombie, doomed to follow Maegrolth and spread the rotting plague until its body finally decays away to nothing.  At the beginning of the hand-to-hand combat phase, any model facing Maegrolth or a Plague Zombie takes a S4 hit with a -2 save modifier from the rotting plague.  Refractor, conversion, displacement, and power fields are ineffective against this hit.  If the rotting plague kills the model, immediately replace it with a Plague Zombie.  This Plague Zombie is added to Maegrolth's unit but does not fight in close combat this turn.  To determine victory points, compare the Plague Zombie unit's final size with its initial size.  Do not take into account casualties that were replaced in the course of the game.  This power has no effect on undead.

Undead
Both Maegrolth and Plague Zombies are undead and follow the undead rules for undeath, psychology, break, and fear.

Sight and Stench
The many diseases that feast on Maegrolth have left his body as little more than rotting flesh caked to bone.  It's sight and smell are utterly vile and disgusting.  Any model attempting to fire at Maegrolth, or the unit he leads, from 8" or closer must roll less than their Toughness on a D6 (sixes always fail).  Otherwise, the model begins to retch uncontrollably and may not fire during that shooting phase.

Rotting Body
Blows striking Maegrolth are more likely to hit useless, rotted flesh as they are to hit his true body.  Maegrolth has an additional saving throw of 3+ when struck with any non-template attack.  If this is made, the shot has merely ripped off a chunk of dead, diseased tissue.  This saving throw is not affected by saving throw modifiers.

Axe of Ruin												18 points
Maegrolth's Axe of Ruin appears to be a dulled and rusted slab of metal.  Its true power comes from a Great Unclean One who's essence has been bound to it.  The Axe passes its own state on to anything it comes near, weakening opponents merely by its proximity.

	Range	To hit	Save	Armour
	Short	Long	Short	Long	Str.	Dam.	Mod.	Pene.		Special
Axe of Ruin		Close combat only			6	D4	-3	D6+D12+D4+6	see below

Any model wounded by the Axe of Ruin, even if the damage is subsequently stopped by a successful armour save, has its Toughness permanently reduced by one.  Additional wounds will further reduce Toughness.  The Axe of Ruin requires two hands to use.  Maegrolth Plaguine only.

Nyanin Do, the Shrouded Claw									140 points
<once phoenix lord, aspect slaughtered, now shadow w/ claws, blah, blah, blah, ...>

			M	WS	BS	S	T	W	I	A	Ld
Nyanin Do		7	7	7	5	5	3	10	4	10

Wargear
Nyanin Do carries no wargear.  He fights only with claws of shadow that have grown since his death.

Undead
Nyanin Do is undead and follows the undead rules for undeath, psychology, break, and fear.

Shadowy Form
Nyanin Do's form is dark and shadowy.  He follows the rules for spirits.

Aspect Warrior Powers
Once a great Phoenix Lord, Nyanin Do knows many secrets of the Eldar art of combat.  He has the three Exarch Warrior Powers:  Turn Aside Blow (Nyanin Do counts as having one parry), Fighting Fury (+1 A that has already been added to his profile), and Distract (in hand-to-hand Nyanin Do's opponent's fumbles add +2 to Nyanin Do's combat score, rather that the usual +1).

Night Hawk Strike and Fade
Nyanin Do has retained the ancient skills of his lost Warrior Aspect.  If Nyanin Do charges and, in the same turn, kills all of his hand-to-hand combat opponents, he has two options.  He may either follow-up 2" as is normal or make a free 7" move, during which Nyanin Do may not move into a second hand-to-hand combat.  If Nyanin Do moves over 20" in one turn, remember to apply a -2 to hit penalty to shots fired at him.

Akhenaton												190 points + wargear
<emperor of old, multi planet empire when imperium retook galaxy>

			M	WS	BS	S	T	W	I	A	Ld
Akhenaton		3	9	6	6	8	6	3	5	10

Wargear
just cards

Undead
Akhenaton is undead and follows the undead rules for undeath, psychology, break, and fear.

Vulnerability to Flame
Akhenaton's corpse was embalmed and dried before it was buried and is thus highly susceptible to flame attacks.  All plasma, melta, and flamer weapons damage Akhenaton with a +3 modifier to Strength.

Arc of Ra
From a jewel encrusted in his forehead, Akhenaton may fire an intense ray of sunlight.  This beam follows the normal rules for shooting.

	Range	To hit	Save	Armour
	Short	Long	Short	Long	Str.	Dam.	Mod.	Pene.		Special
Arc of Ra			40"	60"	+1	0	8	D4	-5	D6+D4+8

Crook of Set								15 points
asp, symbol of leadership

	Range	To hit	Save	Armour
	Short	Long	Short	Long	Str.	Dam.	Mod.	Pene.		Special
Crook of Set		Close combat only			-	1	-6	D6		see below

When a model is struck by the Crook of Set, it is wounded automatically.  No Strength vs. Toughness check is required.  Models immune to needle guns are not immune to the Crook of Set.  Akhenaton only.

Flail of Isis								80 points
This flail is an ancient relic of Akhenaton’s forgotten civilization.  It was a symbol of might and warrior prowess and was carried by the pharaohs through the centuries as proof of their domination.  It was carried by Akhenaton in the days when he ruled all that he knew.  Now it tortures him with its presents, reminding him of what has been lost.

	Range	To hit	Save	Armour
	Short	Long	Short	Long	Str.	Dam.	Mod.	Pene.		Special
Flail of Isis		Close combat only			7	2D8	-2	D6+D12+2D8+7	flail, see below

The wielder of the Flail of Isis is accompanied at all times by two monstrous jackals.  They are said to have been formed by Isis herself, shed as tears and given to an ancient pharaoh to guard him from all harm.  They form a unit with Akhenaton, although they do not follow the normal unit coherency rules.  Rather, they must each stay within  6" of him.  If Akhenaton is destroyed, the jackals vanish having failed their task.  No victory points are gained for destroying the jackals.  The jackals are not undead.

			M	WS	BS	S	T	W	I	A	Ld
Ubakin, Night Moon	6	6	0	4	3	2	5	2	9
Kitalik, Sun Fire		6	4	0	5	5	2	4	2	9

Akhenaton only.

Totemak Vischtorth, High Lord of the Undead							180 points + wargear
Totemak Vischtorth is inconceivably old.  He has brooded in his fortress on a dead rock in the far eastern fringe for tens of thousands of years, slowly collecting knowledge and with it, power.  For the most part he is content to remain within his system, going unnoticed for thousands of years.  Yet, every now and again he ventures forth with his droves of undead, questing for some scrap of knowledge or ancient device inaccessible through his normal channels.  Even the Black Libraries do not record how long his quest for knowledge has gone on.  There are those who say he witnessed the First Seeding, there are even some who claim that Totemak Vischtorth was there to witness the glorious day when the Emperor moved out of the shadows and took direct control of humanity.  Nor is it known why Vischtorth continues to live on through the centuries; although, if there is any reason, it must be his unquenchable lust for knowledge that holds death at bay.  But even this lust can not sustain him forever.  Even now his physical body has begun to deteriorate.  But what he lacks in strength, he more than makes up for with knowledge.  Thus, not even the eventual failing of his body will save humanity from this black-souled aberration, for his will is too strong to be swept up and diluted in the currents of warp space.  He will, even then, live on.

			M	WS	BS	S	T	W	I	A	Ld
Totemak Vischtorth	5	6	5	2	3	4	2	4	10

Wargear
Vischtorth  may be armed with any combination of weapons and additional equipment allowed by the Undead Wargear list.  In addition he may be equipped with up to four Wargear cards.  One of those must be the Black Armour of Nightshade Mongoroth.

Strategy Rating
If Vischtorth is included in your army, he is automatically considered the Army Commander and has a rating of 0.   A second Lich may not be included.

Undead
Vischtorth is undead and follows the undead rules for undeath, psychology, break, and fear.

Psychics
Vischtorth is a psyker of mastery level four.  His primary discipline is Undead and his tertiary disciplines are Necromancy and Adeptus.

Ancient Knowledge
Totemak Vischtorth is a truly ancient being.  His millennium long studies of psychics and warp space have brought him to incredible depths of understanding and to unprecedented control over warp energy.  When drawing psychic power cards, Vischtorth may draw five cards instead of his normal four.  In addition, during every psychic phase before force cards are dealt, roll a D6.  The undead player is then dealt an additional number of force cards an shown on the cart below.

	D6 Roll	
	 1		no additional warp cards
	2-4		one additional warp card
	5-6		two additional warp cards

Chill of Death
The icy chill of death pervades Vischtorth’s essence and chills the souls of all living begins that venture near.  During the shooting phase all non-undead within 6" of Vischtorth take a S3 hit.

Weariness
Vischtorth’s physical body is beginning to fail, weary from its millennia of service.  If Vischtorth attempts to charge or run, roll a D6.  On a 1-3 he moves as normal.  However, on a 4-6 Vischtorth moves only 5", yet still counts as having charged or ran.

Black Armour of Nightshade Mongoroth									28 points
Imbued within this ancient suit of platemail is the essence of the great wraith Mongoroth.  In all of time Mongoroth has only lowered himself to serve one master, Totemak Vischtorth.  While wearing the Black Armour of Nightshade Mongoroth, Vischtorth has an unmodifiable armour save of 3+.  However, before you make this save you have the option of sacrificing two of Vischtorth's wounds to instead give him an unmodifiable armour save of 1+.  Totemak Vischtorth only.

Grendolth								190 points
undead dreadnought

			M	WS	BS	S	I	A	Ld
Grendolth		6	7	5	7	4	4	10

Ram Value
Strength:  7; D10 damage; -4 save

Regeneration
The power cells within Grendolth’s massive frame have long since run dry.  It is no longer a thermo-nuclear reaction which supplies the power for his mindless rampage.  Rather, it is the dark power within his corrupted soul.  This hateful energy also protects Grendolth in a way that his ceramight armour never could. During Grendolth’s rally phase, he regenerates one instance of damage that has been dealt to him.  Most of the entries in Grendolth’s Damage Tables begin with a letter.  This letter denotes the nature of the damage and if or how the damage is regenerated.   During Grendolth’s rally phase choose one instance of damage to regenerate.  Damage that results from a previous partial regeneration may be regenerated again.  Damage entries that are not labeled are only one time effects that are meaningless to regenerate.

	Damage Type	Result of Regeneration	
	 (a)		damage fully regenerated
	 (b)		damage fully regenerated
	 (c)		damage partially regenerated; shift the damage to the damage result labeled (b) on the same Damage Table
	 (d)		damage partially regenerated; shift the damage to the damage result labeled (c) on the same Damage Table
	 (e)		damage may not be regenerated

Weapons
In each of Grendolth's arms is housed a heavy bolter and a ten foot long combat blade.  The two blades give Grendolth +1 A that has already been added to his profile.  These blades are much to large and ungainly to be used to parry.

	Range	To hit	Save	Armour
	Short	Long	Short	Long	Str.	Dam.	Mod.	Pene.		Special
Heavy Bolter		20"	40"	-	-	5	D4	-2	D6+D4+5		sustained fire 2D
Combat Blade		Close combat only			7	D6	-6	2D6+D12+7

Damage Tables
						Armour
	D6	Location	Front	Side/Rear
	 1	Legs	18	17
	 2	Left Arm	18	16
	 3	Right Arm	18	16
	4-6	Body	19	17

	D6	Leg Damage Table
	 1	Grendolth's inch thick armour plates hold, but the force of the blow slows him down.  Grendolth may not move next turn.
	 2	Grendolth is knocked sprawling.  He staggers D3" in a random direction, colliding with anything moved into.
	3-4	(b) Grendolth's leg is seriously damaged.  He may now only limp D3" per turn.
	5-6	(c) Grendolth's leg is shredded into a mess of twisted metal.  He falls and may not move or attack.

	D6	Arm Damage Table
	 1	(a) The arm is hit and partially paralyzed.  Grendolth's heavy bolters may be used but the arm can not be used in hand-to-hand combat.  Reduce Grendolth's Attacks characteristic by one point.
	 2	(b) The heavy bolter is damaged and can only used if you first roll a 4+ on D6.
	3-5	(c) Grendolth's arm is ripped in half.  The heavy bolter may not be used and Grendolth's Attacks characteristic is reduced by one point.
	 6	(e) Grendolth's arm is destroyed, reducing his Attacks characteristic by one point, and the heavy bolter explodes!  The explosion flashes back into Grendolth's body, bypassing all armour, and causing a secondary explosion.  Roll on the Body Damage Table to determine what effect this second explosion has.

	D6	Body Damage Table
	 1	(b) Grendolth's servo connections are blown loose.  He may only move or attack if you first roll a 4+ on a D6.
	 2	(c) Grendolth's auto-control systems are damaged.  All of his characteristics are halved.
	3-4	(d) Grendolth's engine bursts into flames and he is immobilized.  He may still, however, fire one weapon.  Roll a D6 at the beginning of each player's turn.  On a roll of 1 or 2, Grendolth explodes and is destroyed permanently.  Any models within 3" suffer D6 Strength 10 hits with a -3 saving throw modifier.
	 5	(e) The shriveled remnants of Grendolth's once-mortal body are blasted to dust.  Grendolth staggers D3" in a random direction, colliding with anything moved into, and then collapses to the ground.
	 6	(e) Grendolth's ammunition explodes.  Grendolth is destroyed and any models within 3" suffer D6 Strength 10 hits with a -3 saving throw modifier.