Armies

Dead Nations

Endless ranks of the risen dead. They never flee, but crumble as the necromancer’s grip slips.

14 units · How army lists work

Wight Lord
Army size

Commanders

1 commander1–2 commanders1–2 commanders1–3 commanders

Wight Lord

Infantry · Move 8"

50 pts

Skill
4
Power
4
Defense
4
Attacks
3
Wounds
3
Discipline
10
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power orweapon SetGreatweapon · 5 pts+1 Power. Charge Bonus: +1 Power.
  • propertyHeavy Armor-1 Movement. +1 DefensepropertyReanimated-1 Movement. Never flees: loses D3 wounds instead of taking a break test. Can't flee from charges.commander AbilityEternal ReignReduce Crumble by 1. Regeneration (restore all lost wounds at end of turn).

Spells Choose 1 cantrip: spellUnholy VigourIncrease the move speed of target Reanimated unit by 3 until its next combat..

Magic Magic Weapon/Item

Leads Skeleton Warriors, Skeleton Spear, Zombies, Wight Guard, Skeleton Knights, Bone Dragon (not in Warband)

Max per army no limit1no limitno limit

Vampire Knight

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.
  • propertyHeavy Armor-1 Movement. +1 Defense

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., spellUnholy VigourIncrease the move speed of target Reanimated unit by 3 until its next combat., spellPlagueTarget unit has -1 Skill and -1 Move Speed. Lasts until end of battle.. Choose 1 spell: spellHex Of RuinTarget unit has -2 Defense for one turn., spellReanimateRestore D3+1 wounds to a Reanimated unit..

Magic Magic Weapon/Item

Leads Skeleton Knights, Dread Knights, Wight Guard, Skeleton Warriors, Skeleton Spear, Zombies, Bone Dragon (not in Warband)

Max per army no limit1no limitno limit

Necromancer

Infantry · Move 8"

50 pts

Skill
3
Power
3
Defense
4
Attacks
2
Wounds
3
Discipline
8
  • weapon SetHand WeaponCharge Bonus: +1 Power

Spells Choose 1 cantrip: spellRaise DeadRaise D3+3 models on a Zombie or Skeleton Warrior, Spear or Archer unit. , spellShadow Bolt3 x Power 3 hits. Range: 18., spellShroudTarget unit counts as being in Cover against ranged attacks until it's next combat., spellUnholy VigourIncrease the move speed of target Reanimated unit by 3 until its next combat., spellPlagueTarget unit has -1 Skill and -1 Move Speed. Lasts until end of battle.. Choose 1 spell: spellReanimateRestore D3+1 wounds to a Reanimated unit., spellHex Of RuinTarget unit has -2 Defense for one turn..

Magic Magic Item

Leads Skeleton Spear, Skeleton Warriors, Zombies, Wight Guard, Skeleton Knights

Max per army no limit1no limitno limit

Mounts

Taken by commanders as their retinue

Bone Dragon

Large Monster · Move 12"

125 pts

Skill
5
Power
6
Defense
5
Attacks
5
Wounds
7
Discipline
10
  • weapon SetFangsCharge Bonus: +1 Powerranged AttackFire BreathRange 12. 2D3 Power 5.propertyFlyingFly Speed 20. Ignore Terrain.propertyReanimated-1 Movement. Never flees: loses D3 wounds instead of taking a break test. Can't flee from charges.
Max per army no limit1no limitno limit

Battle Line

1–3 units2–3 units2–5 units3–7 units

Skeleton Warriors

Infantry · Move 8"

5 pts / model

Skill
2
Power
3
Defense
2
Attacks
1
Wounds
1
Discipline
10
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 PowerpropertyReanimated-1 Movement. Never flees: loses D3 wounds instead of taking a break test. Can't flee from charges.

Magic Magic Banner (up to 50pts)

Unit size 15–2515–2515–2515–25

Zombies

Infantry · Move 8"

4 pts / model

Skill
2
Power
2
Defense
3
Attacks
1
Wounds
1
Discipline
10
  • weapon SetUnarmedUnarmed attackspropertyReanimated-1 Movement. Never flees: loses D3 wounds instead of taking a break test. Can't flee from charges.
Unit size 15–2518–2515–3015–36

Wight Guard

Infantry · Move 8"

10 pts / model

Skill
4
Power
4
Defense
3
Attacks
1
Wounds
1
Discipline
10
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power orweapon SetGreatweapon+1 Power. Charge Bonus: +1 Power.
  • propertyReanimated-1 Movement. Never flees: loses D3 wounds instead of taking a break test. Can't flee from charges.propertyHeavy Armor-1 Movement. +1 Defense

Magic Magic Banner (up to 100pts)

Unit size 10–2110–2115–2515–25 Max per army 1123

Skeleton Spear

Infantry · Move 8"

5 pts / model

Skill
2
Power
3
Defense
2
Attacks
1
Wounds
1
Discipline
10
  • weapon SetSpear and Shield+1 Defense. Extra Rank supporting attacks when not charging.propertyReanimated-1 Movement. Never flees: loses D3 wounds instead of taking a break test. Can't flee from charges.

Magic Magic Banner (up to 50pts)

Unit size 15–2515–2515–2515–25

Ranged Support

0–1 unit0–1 unit0–2 units0–3 units

Unearthed Catapult

War Machine

55 pts

Skill
3
Power
3
Defense
5
Attacks
2
Wounds
5
Discipline
10
  • ranged AttackCatapultRange 48. 2D3 hits, Power 5.propertyReanimated-1 Movement. Never flees: loses D3 wounds instead of taking a break test. Can't flee from charges.propertyCrewed WeaponAlways counts as being in Cover. -2 Defense in Close Combat. Unit can't charge.propertyReposition+6 Movement this turn.
Max per army 1123

Skeleton Bowmen

Infantry · Move 8"

5 pts / model

Skill
2
Power
3
Defense
2
Attacks
1
Wounds
1
Discipline
10
  • ranged AttackLongbowsRange: 30. Power 3.propertyReanimated-1 Movement. Never flees: loses D3 wounds instead of taking a break test. Can't flee from charges.

Magic Magic Banner (up to 50pts)

Unit size 10–1510–1510–2010–20

Fast Attack

0–1 unit0–1 unit0–2 units0–3 units

Dire Wolves

Beasts · Move 12"

7 pts / model

Skill
3
Power
4
Defense
3
Attacks
1
Wounds
1
Discipline
7
  • weapon SetFangsCharge Bonus: +1 PowerpropertyScoutIgnore movement penalties from Difficult Terrain
Unit size 5–108–108–108–10 Counts as ½ a unit in its section

Skeleton Knights

Cavalry · Move 16"

19 pts / model

Skill
3
Power
3
Defense
3
Attacks
2
Wounds
2
Discipline
10
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power orweapon SetLance and Shield · 2 pts per model+1 Defense. Charge Bonus: +2 Power
  • propertyReanimated-1 Movement. Never flees: loses D3 wounds instead of taking a break test. Can't flee from charges.propertyHeavy Armor-1 Movement. +1 Defense

Magic Magic Banner (up to 100pts)

Unit size 5–105–105–125–15

Dread Knights

Cavalry · Move 16"

30 pts / model

Skill
4
Power
4
Defense
4
Attacks
2
Wounds
2
Discipline
10
  • weapon SetGreatweapon+1 Power. Charge Bonus: +1 Power. orweapon SetLance and Shield · 2 pts per model+1 Defense. Charge Bonus: +2 Power
  • propertyReanimated-1 Movement. Never flees: loses D3 wounds instead of taking a break test. Can't flee from charges.propertyHeavy Armor-1 Movement. +1 Defense

Magic Magic Banner (up to 100pts)

Unit size 555–105–10 Max per army 1112

Fell Bats

Monstrous Infantry · Move 12"

18 pts / model

Skill
3
Power
3
Defense
3
Attacks
2
Wounds
2
Discipline
7
  • weapon SetFangsCharge Bonus: +1 PowerpropertyFlyingFly Speed 20. Ignore Terrain.
Unit size 333–43–4 Counts as ½ a unit in its section

Abominations

0–1 unit0–1 unit0–2 units0–3 units

Zombie Giant

Large Monster · Move 12"

90 pts

Skill
2
Power
6
Defense
6
Attacks
4
Wounds
8
Discipline
10
  • propertyReanimated-1 Movement. Never flees: loses D3 wounds instead of taking a break test. Can't flee from charges.propertyPutrid StenchOpponents re-roll hits in close combat.
Max per army 1112