ArmiesDLC · Into The Abyss

Abyssal Legions

Armoured champions of the Abyss and their northern thralls, backed by monsters and daemons.

13 units · How army lists work

Abyssal Champion
Army size

Commanders

1 commander1–2 commanders1–2 commanders1–3 commanders

Abyssal Champion

Infantry · Move 8"

60 pts

Skill
5
Power
4
Defense
4
Attacks
3
Wounds
3
Discipline
9
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power orweapon SetGreatweapon · 5 pts+1 Power. Charge Bonus: +1 Power. orweapon SetTwo Hand Weapons · 5 pts+1 Attack
  • propertyAbyssal Armor+1 to Damage Savescommander AbilityDemonic PossessionGain +3 Attacks this turm. Lose 1 Wound.

Magic Magic Weapon/Item

Leads Northmen Axe, Abyssal Warriors, Abyssal Knights, Abyssal Chariot, Manticore, Abyssal Dragon (not in Warband)

Max per army no limit1no limitno limit

Abyssal Sorcerer

Infantry · Move 8"

65 pts

Skill
4
Power
4
Defense
4
Attacks
2
Wounds
3
Discipline
8
  • propertyAbyssal Armor+1 to Damage Saves

Spells Choose 1 cantrip: spellShadow Bolt3 x Power 3 hits. Range: 18., spellShroudTarget unit counts as being in Cover against ranged attacks until it's next combat., spellBlood FrenzyTarget unit loses D3 wounds and gains +1 Attack this turn., spellPlagueTarget unit has -1 Skill and -1 Move Speed. Lasts until end of battle.. Choose 1 spell: spellFireballD6 Power 5 hits. Range 30., spellHex Of RuinTarget unit has -2 Defense for one turn., spellArcane WebReduce target units movement speed to 0 for one turn., spellReality RiftCaster and retinue gains Flying and Move Speed 20 for one turn.

Magic Magic Item

Leads Northmen Axe, Northmen Horse, Abyssal Warriors, Abyssal Knights, Abyssal Chariot, Manticore, Abyssal Dragon (not in Warband)

Max per army no limit1no limitno limit

Northmen Packleader

Infantry · Move 8"

50 pts

Skill
4
Power
4
Defense
4
Attacks
3
Wounds
3
Discipline
8
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power orweapon SetGreatweapon · 5 pts+1 Power. Charge Bonus: +1 Power. orweapon SetTwo Hand Weapons · 5 pts+1 Attack
  • commander AbilityPack TacticsTarget a friendly unit that is attacking an enemy unit in the flank/rear. It re-rolls failed Attack rolls this turn.commander AbilityHowlAll your Northmen are Fearless for one turn. Activate once per battle.

Magic Magic Weapon/Item

Leads Northmen Axe, Northmen Horse, Abyssal Chariot, War Mammoth

Max per army no limit1no limitno limit

Mounts

Taken by commanders as their retinue

Abyssal Dragon

Large Monster · Move 12"

125 pts

Skill
5
Power
6
Defense
5
Attacks
5
Wounds
7
Discipline
9
  • weapon SetFangsCharge Bonus: +1 Powerranged AttackFire BreathRange 12. 2D3 Power 5.propertyFlyingFly Speed 20. Ignore Terrain.
Max per army no limit1no limitno limit

Manticore

Monstrous Infantry · Move 12"

65 pts

Skill
4
Power
5
Defense
5
Attacks
4
Wounds
5
Discipline
8
  • weapon SetClawsCharge Bonus: +1 PowerpropertyFlyingFly Speed 20. Ignore Terrain.

Battle Line

1–3 units2–3 units2–5 units3–7 units

Northmen Axe

Infantry · Move 8"

6 pts / model

Skill
3
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
7
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power orweapon SetTwo Hand Weapons · 1 pts per model+1 Attack

Magic Magic Banner (up to 50pts)

Unit size 10–2515–2515–3015–36

Abyssal Warriors

Large Infantry · Move 8"

12 pts / model

Skill
4
Power
4
Defense
4
Attacks
1
Wounds
1
Discipline
8
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power orweapon SetHalberdCharge Bonus: +1 Power. Damage Saves against this weapon are never better than 4+. orweapon SetGreatweapon+1 Power. Charge Bonus: +1 Power. orweapon SetTwo Hand Weapons+1 Attack
  • propertyAbyssal Armor+1 to Damage Saves

Magic Magic Banner (up to 100pts)

Unit size 10–2110–2110–2515–25

Dragon Spawn

Monstrous Infantry · Move 12"

42 pts / model

Skill
4
Power
4
Defense
4
Attacks
3
Wounds
4
Discipline
8
  • weapon SetGreatweapon+1 Power. Charge Bonus: +1 Power. orweapon SetTwo Hand Weapons+1 Attack
  • propertyScaly Skin-1 Movement. +1 Defense
Unit size 3–43–43–63–8 Max per army 1123

Fast Attack

0–2 units0–2 units0–3 units0–4 units

Northmen Horse

Cavalry · Move 16"

15 pts / model

Skill
3
Power
3
Defense
3
Attacks
2
Wounds
2
Discipline
7
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power
  • Options ranged AttackJavelins · 1 pts per modelRange: 12. Power 3.

Magic Magic Banner (up to 50pts)

Unit size 5–105–105–105–15

Abyssal Knights

Cavalry · Move 16"

28 pts / model

Skill
4
Power
4
Defense
4
Attacks
2
Wounds
2
Discipline
8
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power orweapon SetGreatweapon+1 Power. Charge Bonus: +1 Power.
  • propertyAbyssal Armor+1 to Damage Saves

Magic Magic Banner (up to 100pts)

Unit size 555–105–10

Abyssal Hounds

Beasts · Move 12"

7 pts / model

Skill
3
Power
4
Defense
3
Attacks
1
Wounds
1
Discipline
6
  • weapon SetFangsCharge Bonus: +1 PowerpropertyScoutIgnore movement penalties from Difficult Terrain
Unit size 5–108–108–108–10 Max per army 2234 Counts as ½ a unit in its section

Abyssal Chariot

Chariot · Move 16"

70 pts

Skill
4
Power
4
Defense
5
Attacks
3
Wounds
5
Discipline
8
  • weapon SetHand WeaponCharge Bonus: +1 PowerpropertyCrushing ChargeCharge Bonus: +2 Power +2 AttackspropertyAbyssal Armor+1 to Damage Saves
Max per army 1123 Counts as ½ a unit in its section

Demonic Allies

0–1 unit0–1 unit0–2 units0–3 units

Archdevil

Large Monster · Move 12"

150 pts

Skill
5
Power
5
Defense
5
Attacks
6
Wounds
6
Discipline
10
  • weapon SetGreatweapon+1 Power. Charge Bonus: +1 Power. orweapon SetTwo Hand Weapons+1 Attack
  • propertyDemonicNever flees: loses D3 wounds instead of taking a break test. Can't flee from charges.propertyGift Of WarFavoured by War. Unit has Frenzy (re-roll failed Attack Rolls in the first round of combat).propertyFlyingFly Speed 20. Ignore Terrain.
Max per army 1112

Devilspawn

Large Infantry · Move 8"

13 pts / model

Skill
4
Power
4
Defense
4
Attacks
2
Wounds
1
Discipline
10
  • weapon SetGreatweapon+1 Power. Charge Bonus: +1 Power.propertyGift Of WarFavoured by War. Unit has Frenzy (re-roll failed Attack Rolls in the first round of combat).propertyDemonicNever flees: loses D3 wounds instead of taking a break test. Can't flee from charges.

Magic Magic Banner (up to 100pts)

Unit size 6–156–158–1510–25

War Beasts

0–1 unit0–1 unit0–1 unit0–2 units

War Mammoth

Large Monster (long base) · Move 12"

100 pts

Skill
3
Power
5
Defense
6
Attacks
4
Wounds
8
Discipline
8
  • weapon SetTusksCharge Bonus: +1 Power, +1 Attackranged AttackJavelinsRange: 12. 4x Power 3.propertyFearlessIgnores all penalties to Discipline tests.
Max per army 1112