In the Warhammer World, the dead do not rest easy. Necromancers practise their foul arts in distant castles and the deepest caves, and Vampires stalk the darkness. Mummies, Skeletons and the Ghosts of the dead protect their graves, jealously guarding the treasures they coveted whilst their bodies still lived.
51 monsters
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Alley Reaper Phil | 18 | 3 | 3 | 6+ | 3 | 4 | 3 | 1 | - | 2 | 190 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Alley Reaper | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
IMMUNE TO PSYCHOLOGY
This ability is common to most undead and daemonic creatures, as well as a few others (golems, for example). It may not be listed under special, as I've got into the habit of taking it for granted when it comes to mindless undead beings, such as zombies. Use common sense - if the creature has no mind of its own, then it is going to be immune to psychology.
Psychological abilities have no affect on these creatures (so they cannot become frenzied, hate anyone, be charmed, etc).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Blackbone Phil | 19 | 3 | 4 | 5+ | 4 | 3 | 2 | 1 | - | 2 | 110 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Blackbone | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Bottle-Imp Phil | 26 | 3 | 5 | 5+ | 4 | 4 | 8 | 2 | - | 2 | 430 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Bottle-Imp | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
BOTTLE-IMP BLINK
The bottle-imp can never be wholly killed (it will always retreat into its bottle once down to 0 wounds, where it can recover 1 W per turn if undisturbed) unless its bottle is smashed (W: 10; T: 10), and any attack on its bottle will cause it (and its bottle) to 'blink' as far away as possible, until it can hide in an inconspicuous place (amongst other bottles, for example). It may blink up to eight squares per turn, as with the normal blink ability.
EERIE DANCE
Once per turn monsters with this ability can attempt to lull one opponent into a deep sleep for 1D6 turns. If one monster attempts this then you must roll 12+ on 2D6. For every additional monster who joins in with the dance adds one to the dice roll. If this is attempted the dancing monsters may not make any other attacks.
IMMUNE TO PSYCHOLOGY
This ability is common to most undead and daemonic creatures, as well as a few others (golems, for example). It may not be listed under special, as I've got into the habit of taking it for granted when it comes to mindless undead beings, such as zombies. Use common sense - if the creature has no mind of its own, then it is going to be immune to psychology.
Psychological abilities have no affect on these creatures (so they cannot become frenzied, hate anyone, be charmed, etc).
WEAKNESS (Spell Type(s))
Some creatures take double damage from certain spell types. These types will be listed in the brackets next to this ability. It is also likely that they will take double damage if hit by the real thing, and not magical, as well. For example, if it says "Lightning" in the brackets, then they will take double damage from Lightning Bolt, Chain Lightning, and actually being hit by lightning (unlikely, but still).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Butcher Spirit Phil | 35 | 4 | 4 | - | 5 | 4 | 9 | 2 | - | 3 | 480 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Butcher Spirit | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
IMMUNE TO PSYCHOLOGY
This ability is common to most undead and daemonic creatures, as well as a few others (golems, for example). It may not be listed under special, as I've got into the habit of taking it for granted when it comes to mindless undead beings, such as zombies. Use common sense - if the creature has no mind of its own, then it is going to be immune to psychology.
Psychological abilities have no affect on these creatures (so they cannot become frenzied, hate anyone, be charmed, etc).
POSSESS
Some evil spirits can possess people. If such a creature reaches a warrior's square in its turn, then the warrior is possessed and will attack the other warriors for the next 1D2 turns. After that, the spirit releases the warrior and fights as normal. If the warrior dies while possessed, the spirit is also put to rest (no gold is gained).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Coffer Corpse Phil | 30 | 3 | 4 | - | 7 | 3(6) | 3 | 3 | 3 | 3 | 3350 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Coffer Corpse | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
ONLY HIT BY MAGICAL WEAPONS
Monsters with this ability can only be hit by magical weapons (well duh!).
STRANGLE
Once an enemy with this ability has hit, he fixes his hands around the throat of the enemy, and needn't make a roll to hit from then on, until he needs to change target. His current target is pinned.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Crypt Thing Phil | 75 | 4 | 6 | 4+ | 5 | 4(5) | 9 | 3 | 1 | 4 | 4990 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Crypt Thing | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
TELEPORT OTHER
When a crypt thing is disturbed it immediately (after the warriors have decided to attack, but before any aggressive move (including spells) can be made ~ the crypt thing can sense the hostile intentions) casts its "Teleport Other" spell. Roll 1D6 for every warrior, and consult the following table:
Number | Rolled Effect |
1-3 |
Nothing. |
4 |
One piece of armour... it will be the piece that the warrior is wearing. |
5 |
One weapon... it will be the next weapon the warrior uses. |
6 |
The warrior himself. |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Deadhead Phil | 30 | 4 | 6 | 4+ | 5 | 3(4) | 3 | 2 | 1 | 3 | 650 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Deadhead | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Death Knight Phil | 100 | 3 | 8 | 4+ | 5 | 5(8) | 10 | 5 | 3 | 5 | 7530 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Death Knight | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 |
REPLENISHING MAGIC
Roll 1D6 to see what kind of magic is cast:
1 |
Heal… One monster recovers 1D6 wounds |
2 |
Failure. |
3 |
Aura… Roll 2D6 for each monster on the same board section as the caster. Each time a double is rolled the monster recovers that amount of wounds. |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Deathbringer Phil | 45 | 6 | 7 | - | 9 | 4(6) | 6 | 4 | - | 5 | 4530 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Deathbringer | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
CREATE MEAT ZOMBIE
Each turn a monster with this ability can turn two living dead into one meat zombie on full strength. This will always work if attempted. Remove two living dead and place a meat zombie on the board.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Fleshcrawler Phil | 20 | 4/5* | 3 | 4+ | 5 | 2(3) | 5 | 3 | 1 | 1 | 290 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Fleshcrawler | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
ARMED WITH FLESH HOOKS
The fleshcrawler is able to shoot barbed hooks of bone from its hands, feet and mouth. While the hooks on its feet allow it to cling to walls and ceilings, the hooks from its hands and mouth have a much more combat-related use. Each hook is attached to the flesh crawler by a long stretch of elastic flesh, allowing the flesh crawler to immediately reel creatures back in that it has hit. For this reason, a warrior may never escape pinning from a fleshcrawler. What's more, fleshcrawlers can attack any enemy that they can see (i.e. there must be a clear line of sight between them), and every time a warrior is hit from a distance (which the fleshcrawler can do on a successful ballistic skill hit), he is 'reeled in', and must be placed next to the fleshcrawler.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Ghostie Ghoulie Phil | 15 | 6 | 4 | - | 3 | 3 | 2 | 1 | - | 1 | 80 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Ghostie Ghoulie | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Ghost Roleplay book | 16 | 4 | 2 | - | - | 3 | 3 | 1 | - | Special |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Ghost | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Ghoul Roleplay book | 4 | 4 | 2 | - | 3 | 4 | 3 | 2 | - | 1D6 | 80 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Ghoul | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Grim Spectre Phil | 35 | 6 | 6 | - | 5 | 3(5) | 5 | 3 | 2 | 4 | 3500 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Grim Spectre | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
SUMMON LIVING DEAD
Each turn roll 1D6. If a six is rolled then place one living dead on the board.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Huecuva Phil | 35 | 3 | 4 | 3+ | 6 | 3(5) | 2 | 3 | 2 | 3 | 3450 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Huecuva | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
IMMUNE TO PSYCHOLOGY
This ability is common to most undead and daemonic creatures, as well as a few others (golems, for example). It may not be listed under special, as I've got into the habit of taking it for granted when it comes to mindless undead beings, such as zombies. Use common sense - if the creature has no mind of its own, then it is going to be immune to psychology.
Psychological abilities have no affect on these creatures (so they cannot become frenzied, hate anyone, be charmed, etc).
ONLY HIT BY MAGICAL WEAPONS
Monsters with this ability can only be hit by magical weapons (well duh!).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Ice Ghoul Phil | 17 | 4 | 3 | 6+ | 4 | 2(3) | 3 | 1 | 1 | 1 | 80 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Ice Ghoul | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
RESISTANCE (Spell Type(s))
Some monsters have a resistance to certain types of spell. The spell types in the brackets will only cause half damage to the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning cause half usual damage on the monster, as does being hit by an actual bolt of lightning (unlikely, but still)).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Ice Haunt: Brr! Phil | 30 | 3 | 4 | 6+ | 5 | 3 | 8 | 2 | - | 2 | 440 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Ice Haunt: Brr! | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
BRR!
Some creatures exude an icy atmosphere, or consume all available heat in the room. This puts all warriors in the same room as one of these creatures at -1 To Hit.
WEAKNESS (Spell Type(s))
Some creatures take double damage from certain spell types. These types will be listed in the brackets next to this ability. It is also likely that they will take double damage if hit by the real thing, and not magical, as well. For example, if it says "Lightning" in the brackets, then they will take double damage from Lightning Bolt, Chain Lightning, and actually being hit by lightning (unlikely, but still).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Jackobutch Phil | 20 | 5 | 3 | 5+ | 3 | 2 | 5 | 3 | - | 1 | 210 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Jackobutch | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
REPLENISHING MAGIC
Roll 1D6 to see what kind of magic is cast:
1 |
Heal… One monster recovers 1D6 wounds |
2 |
Failure. |
3 |
Aura… Roll 2D6 for each monster on the same board section as the caster. Each time a double is rolled the monster recovers that amount of wounds. |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Liche Roleplay book | 40 | 4 | 7 | Auto | 5 | 4 | 6 | 5 | - | 4D6 | 3500 |
Liche King Roleplay book | 63 | 6 | 7 | Auto | 7 | 6(12) | 4 | 5 | 6 | 6D6 | 7500 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Liche | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Liche King | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Living Dead Phil | 20 | 2 | 2 | - | 6 | 3(6) | 1 | 2 | 3 | 3 | 530 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Living Dead | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Mad Tut Phil | 50 | 5 | 8 | 3+ | 8 | 4(7) | 7 | 5 | 3 | 5 | 5660 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Mad Tut | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Mandrake Phil | 25 | 3 | 4 | - | 4 | 3 | 4 | 2 | - | 2 | 250 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Mandrake | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Marrow Knight Phil | 39 | 6 | 6 | 4+ | 6 | 2(4) | 7 | 3 | 2 | 2 | 680 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Marrow Knight | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Meat Zombie Phil | 40 | 3 | 2 | - | 8 | 5(7) | 0 | 2 | 2 | 4 | 1330 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Meat Zombie | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Memory Eater Phil | 26 | 3 | 4 | 6+ | 4 | 3 | 3 | 2 | - | 2 | 420 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Memory Eater | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Mistwalker Phil | 36 | 12 | 4 | 6+ | 4 | 3 | 1 | 1 | - | 2 | 240 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Mistwalker | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
WEAKNESS (Spell Type(s))
Some creatures take double damage from certain spell types. These types will be listed in the brackets next to this ability. It is also likely that they will take double damage if hit by the real thing, and not magical, as well. For example, if it says "Lightning" in the brackets, then they will take double damage from Lightning Bolt, Chain Lightning, and actually being hit by lightning (unlikely, but still).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Mummy Roleplay book | 40 | 3 | 3 | - | 4 | 5 | 3 | 2 | - | 2D6 | 450 |
Mummy Tomb King Roleplay book | 45 | 3 | 4 | - | 5 | 5(7) | 4 | 3 | 2 | 3D6 | 1000 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Mummy | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Mummy Tomb King | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Necromancer Roleplay book | 25 | 4 | 4 | 3+ | 4 | 3 | 3 | 2 | - | 2D6 | 680 |
Necromancer Champion Roleplay book | 29 | 4 | 5 | 2+ | 4 | 3 | 4 | 3 | - | 2D6 | 1630 |
Master Necromancer Roleplay book | 34 | 4 | 6 | 1+ | 5 | 4(7) | 5 | 4 | 3 | 3D6 | 2780 |
Necromancer Lord Roleplay book | 39 | 4 | 7 | Auto | 5 | 4(8) | 6 | 5 | 4 | 3D6 | 4100 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Master Necromancer | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Necromancer | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Necromancer Champion | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Necromancer Lord | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Necromantic Golem Phil | 56 | 9 | 7 | 6+ | 7 | 3 | 1 | 3 | - | 3 | 2340 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Necromantic Golem | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
IMMUNE TO PSYCHOLOGY
This ability is common to most undead and daemonic creatures, as well as a few others (golems, for example). It may not be listed under special, as I've got into the habit of taking it for granted when it comes to mindless undead beings, such as zombies. Use common sense - if the creature has no mind of its own, then it is going to be immune to psychology.
Psychological abilities have no affect on these creatures (so they cannot become frenzied, hate anyone, be charmed, etc).
KREWE (Name)
All creatures with this ability listed are creatures that serve King Momus (see 'Adversary Anthology: Monster-characters'). No special rules to this one, really, but the information might come in handy for anyone who wants to use Momus in a quest.
NO SPEECH
Most stone, bone and clay golems are built with no tongue, and so they cannot speak. Armour golems are simply enchanted armour, and they have no way of speaking. Necromantic golems have no intelligence, and so don't speak. Should you ever wish to have a golem NPC he would have to communicate with the other warriors by way of a slate and some chalk... or be a really intelligent undead golem.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Punkinhead Phil | 10 | 5 | 3 | 6+ | 2 | 1 | 4 | 2 | - | 1 | 150 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Punkinhead | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
REPLENISHING MAGIC
Roll 1D6 to see what kind of magic is cast:
1 |
Heal… One monster recovers 1D6 wounds |
2 |
Failure. |
3 |
Aura… Roll 2D6 for each monster on the same board section as the caster. Each time a double is rolled the monster recovers that amount of wounds. |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Reaper Phil | 25 | 6 | 5 | - | 4 | 3(5) | 4 | 3 | 2 | 2 | 1390 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Reaper | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
DEATHGRIP (n+)
Once per turn a monster with this ability may give up all of his/her/its attacks and make one single attack that hits if an n+ is rolled on 2D6. If it hits then the enemy's wounds are reduced by 1/2 (rounding up).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Skeletal Giant Phil | 64 | 6 | 2 | 5+ | 6 | 6(11) | 2 | S | 5 | 4 | 2510 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Skeletal Giant | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
GIANT ATTACKS
Giants are huge and unpredictable creatures and it is by no means certain what form of attack they will make. At the start of each Monsters' Phase roll 1D6 on the following table for each Giant on the board to determine what it does this turn.
1 | Thump With Club. Because of his reach the Giant can hit anyWarrior up to two squares away. Take a Warrior counter to determine which Warrior is attacked. The Giant makes 1D6 attacks against the target, rolling to hit as normal. Calculate damage as normal but ignore any modifier for the target's armour. |
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2 | Swing with Club. Because of his reach the Giant hits all of theWarriors up to two squares away. Roll 3D6 for each eligible target. Each dice that scores a 4, 5 or 6 causes that many Wounds, with no modifier for armour. Any dice that scores 1, 2 or 3 misses as the Warrior manages to avoid the mighty weapon. |
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3 | Kick Down Corridor. The Giant raises a huge booted foot anddrop-kicks an adjacent Warrior into the darkness. If there is more than one eligible target draw a Warrior counter to determine who is hit. The Warrior is kicked up to 7 squares in a straight line directly away from the Giant. If he hits a wall before reaching this distance he suffers 1D6 Wounds, with no modifier for armour, for each square short of 7 he flew, plus the Giant's Strength of 7. If the booted Warrior flies 2 squares then hits a wall, for instance, he suffers (7-2)=5D6 Wounds, plus 7 for the Giant's Strength, with no modifier for armour (total roll therefore equals 5D6+7). |
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4 | Pick Up. Because of his reach the Giant can pick up a Warrior up totwo squares away. Take a Warrior counter to see who is picked up. Place that model on the Giant's base and roll 1D6 on the following sub-table:
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5 | Jump Up and Down. Striking sparks off the stone floor with his hobnailedfeet, the Giant jumps up and down on any single Warrior in an adjacent square. If there is more than one eligible target draw a Warrior counter to determine which Warrior is attacked. The chosen Warrior suffers 1D6 hits, taking damage for each hit as normal. If the target is reduced to 0 Wounds the Giant will make another 1D6 jump attacks on the next nearest adjacent Warrior. This process continues until the Giant fails to kill a Warrior within the number of attacks he has rolled or he has reduced all adjacent Warriors to 0 Wounds. |
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6 | Yell and Bawl. Feeling a good shout coming on, the Giant bends overuntil his head is at the same level as the Warriors and proceeds to yell and bellow at the top of his voice. Roll 2D6 for each Warrior. If the total is equal to or greater than the sum of the Warrior's Toughness and Strength he is knocked prone by the blast. He takes no Wounds from the attack. |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Skeletal Ogre Phil | 7 | 4 | 2 | 6+ | 4 | 4 | 3 | 2 | - | 1/2* | 300 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Skeletal Ogre | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Skeleton Roleplay book | 5 | 4 | 2 | 5+ | 3 | 3 | 2 | 1 | - | 1D6 | 80 |
Skeleton Tomb Guardian Roleplay book | 15 | 4 | 3 | 6+ | 3 | 3(4) | 2 | 1 | 1 | 2D6 | 110 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Skeleton | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Skeleton Tomb Guardian | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Spirit Of The Plague Phil | 36 | 2 | 4 | 5+ | 5 | 2 | 2 | 2 | - | 3 | 430 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Spirit Of The Plague | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Tomb Walker Phil | 35 | 3 | 3 | 6+ | 7 | 4(5) | 4 | 3 | 1 | 3 | 3450 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Tomb Walker | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Undead Ooze Phil | 39 | 3/3** | 3 | - | 7 | 1 | 1 | 3 | - | Sp | 520 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Undead Ooze | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
BRR!
Some creatures exude an icy atmosphere, or consume all available heat in the room. This puts all warriors in the same room as one of these creatures at -1 To Hit.
SMOTHER
Upon a successful hit, some oozes wrap themselves around their victim's head and attempt to cut off its air supply. Such a creature will stay on the victim until either it is forced off or one of them is dead. At the beginning of each Warriors' Phase, a smothered warrior may attempt to pull the ooze from its face. This requires a strength test of 6 against the ooze's strength (1D6 + warrior's strength - oozes' strength => 6) - remember a roll of six ALWAYS succeeds and a roll of one ALWAYS fails. If after the third attempt the warrior is still not free, he passes out, and will die at the beginning of the next Warriors' Phase. The other warriors may attack the ooze smothering their companion, but this will cause only half damage, the other half being dealt to the smothered warrior. A smothered warrior may make no other actions apart from attempting to break free.
SUMMON SKELETAL ARMY
Some creatures may summon 1D3 skeletons and 1 tomb guardian per turn, to keep the warriors busy or obstructed. Place the monsters next to a warrior each, and they attack immediately. No gold is gained for killing them.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Unfinished Business Spirit Phil | 50 | 6 | 6 | - | 4 | 3 | 4 | 4 | - | Sp | 840 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Unfinished Business Spirit | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
MELANCHOLY TUNE
Some creatures hum a sad, dismal tune as they fight. This can confuse the Wizard. For every creature with this ability on the same board section as the wizard subtract 1 from the power roll.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Vampire Count Roleplay book | 30 | 6 | 7 | 2+ | 7 | 6(9) | 8 | 3 | 3 | 2D6 / 3D6 (5+) | 2000 |
Vampire Lord Roleplay book | 42 | 6 | 8 | 1+ | 7 | 6(9) | 9 | 4 | 3 | 3D6 | 3750 |
Vampire Lord Necromancer Roleplay book | 38 | 6 | 7 | 2+ | 6 | 5(9) | 8 | 3 | 4 | 4D6 | 4750 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Vampire Count | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Vampire Lord | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 |
Vampire Lord Necromancer | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
VAMPIRE ABILITIES
In addition to their hand-to-hand attacks, Vampires may make a single special attack each turn. At the start of the Monsters' Phase roll 1D6 on the following table to determine what the Vampire does this turn.
1 | Transfix. The Vampire transfixes one of the Warriors with his steely glare. Draw a Warrior counter to determine who is affected. Roll 1D6 and add that Warrior's Initiative. If the score is 11 or less he is transfixed for 1 turn. While transfixed the Warrior may do absolutely nothing and any Monster in combat with him automatically hits. |
2 | Regenerate. The Vampire regains 3D6 Wounds at the end of this turn, even if this takes him above his Starting Wounds score. The Vampire cannot regenerate if it is killed. |
3 | Bite. The Vampire bites all adjacent Warriors. Each suffers (the Dungeon level) Wounds, with no deductions for Toughness or armour. The Vampire then gains the total number of Wounds caused, adding them to his own Wounds, even if this takes him above his Starting Wounds score. |
4 | Ethereal. The Vampire become Ethereal 2 until the start of the next Monsters' Phase. For the duration of this state he has a Chill 3 attack rather than his normal hand-to-hand attacks. |
5 | Cloak of Darkness. The Vampire gathers a mantle of blackness around him. Until the start of the next Monsters' Phase all attacks against him are made at -1 to hit. In addition, all Warriors on the same board section as the Vampire lose 1 Attack in the next Warriors' Phase. |
6 | Turns to Smoke. At the end of the Monsters' Phase, after making any hand-to-hand attack, the Vampire vanishes in a pall of smoke. Remove the model from the board. At the start of the next Monsters' Phase take a Warrior counter and place the Vampire back on the board next to that Warrior. In addition, if the Vampire left the board on less than full Wounds he returns fully healed and back up to his Starting Wounds score. |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Wight Roleplay book | 14 | 4 | 3 | 3 | 4 | 4(6) | 3 | 1 | 2 | 2D6 | 370 |
Wight Lord Roleplay book | 35 | 4 | 4 | - | 4 | 4(6) | 4 | 2 | 2 | 2D6 | 650 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Wight | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Wight Lord | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Wraith Roleplay book | 30 | 4 | 3 | - | 3 | 4 | 3 | 2 | - | Special | 750 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Wraith | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
EAT WOOD
Worms eat wood. This means that they can eat one tree per turn and, more importantly, destroy any wooden items carried by the warrior if the warrior is hit. Discard these items. If it eats a warrior's wooden leg, then he is at half movement.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Zombie Roleplay book | 5 | 4 | 2 | - | 3 | 3 | 1 | 1 | - | 1D6 | 40 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Zombie | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
CHAOS MAGIC
At the start of each Monsters' Phase, a Chaos Sorcerer may cast one or more of the following spells. Roll the relevant number of D6 on the following table to determine which spells are cast:
2-4 | Failure. The Sorcerer fails to cast this spell. 5 Battle Lust. The Sorcerer gives an extra (1 x the Dungeon level) Attacksto the Monsters in combat with the Warriors, distributed as evenly as possible. |
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6 | Doombolt. A bolt of black fire bursts from the Sorcerer's palm towardsone of the Warriors. Draw a Warrior counter to determine which Warrior is hit. The Doombolt inflicts (2 x the Dungeon level) Wounds, with no modifiers for Toughness or armour. |
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7 | Hand of Dust. The Sorcerer may attack any single adjacent Warrior. Ifthere is more than one eligible target take a Warrior counter to determine who the Sorcerer attacks. Roll 1D6 for the chosen Warrior and add his Strength to the score. Roll 2D6 for the Sorcerer and add his Strength to the score. The highest score wins. If the Warrior wins the spell fails. If the Sorcerer wins the Warrior suffers (2 x the Dungeon level) Wounds with no modifiers for Toughness or armour. If the Chaos Sorcerer is not in hand-to-hand combat ignore this result and re-roll on this table. |
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8 | Blade Wind. The Sorcerer summons a storm of slashing blades. Take aWarrior counter to determine who is affected. That Warrior suffers (the Dungeon level) D6 Wounds, modified for Toughness and armour as usual. |
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9 | Soul Drain. The Sorcerer creates a storm of dark magic. Roll 1D6 foreach Warrior adding his Toughness to the score. If the total is equal to or more than the Dungeon level he suffers no ill effects from the spell. If the score is less than the Dungeon Level the Warrior suffers (1D6 + the Dungeon level) Wounds and the Sorcerer gains the same amount. The Sorcerer may never gain more Wounds than he started with any extra Wounds are lost in the warp. A Warrior reduced to zero Wounds by this spell is immediately killed and may not be brought back to life by any means other than those spells and magic items that raise the dead. | ||||||||
10 | Amizipal's Black Horror. A black cloud issues from the Sorcerer'smouth, engulfing the Warriors in darkness. Roll 1D6 for each Warrior adding his Strength to the score. If the total is 7 or more he suffers no ill effects from the spell. If the score is 6 or less he suffers (the Dungeon level) D6 Wounds, with no modifier for armour. |
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11 | Malediction of Nagash. The Sorcerer causes cuts to open up on the body of one of the Warriors. Draw a Warrior counter to determine which Warrior is hit. For 1 turn that Warrior is unable to move, fire a missile weapon, and is at -2 to all of his to hit rolls in close combat. Now, and at the start of each subsequent turn, the same Warrior loses (1 x the Dungeon level) Wounds, with no modifiers for Toughness or armour, until the Sorcerer is dead. |
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12 | The Transformation of Kadon. The Sorcerer transforms himself intoone of the following monsters. Roll 1D6:
If the transformation turns the Sorcerer into a Monster of less value than himself, re-roll the spell. |
DAGON MAGIC
Roll 1D6 to see what kind of magic is cast:
1 |
Failure. |
2-3 |
Healing Steam… |
4-5 |
Healing Mist… |
6 |
Summon Air Pocket… |
EARTH MAGIC
Roll 1D6 to see what kind of magic is cast:
1 |
Flame Burst… |
2 |
Failure. |
3 |
Nourishment… |
FAERIE MAGIC
Roll 1D6 to see what kind of magic is cast:
1 |
Failure. |
2 |
Sleep Dust… |
3 |
Fireball… |
4 |
Confuse… |
5 |
Heal… |
6 |
Lightning Bolt… |
NECROMANTIC MAGIC
At the start of each Monsters' Phase, a Necromancer may cast one or more of the following spells, depending on his Magic Rating. Roll the relevant number of D6 to determine which spells are cast:
1 | Winds of Death. Reduces all of the Warriors' Attacks by -1 for the next Warriors' Phase. |
2 | Soul Drain. Inflicts 2D6 Wounds, with no modifiers for Toughness or armour, on a single Warrior. Use the Warrior counters to determine which Warrior is affected. |
3 | Deathchill. Reduces a single Warrior's Toughness by -2 . If this reduces his Toughness to zero he is killed and may not he healed by any means except spells and magic items, etc., that can resurrect the dead. Use the Warrior counters to determine which Warrior is affected. If the Necromancer and all of his followers are destroyed, any Warriors whose Toughness has been reduced in this combat and are still alive have the damage to their Toughness restored. |
4 | Summon Skeletons. The Necromancer summons 6 Skeletons. They are placed on the board immediately and may move and fight this turn. |
5 | Summon Ghouls. The Necromancer summons 6 Ghouls. They are placed on the board immediately and may move and fight this turn. |
6 | Summon Mummies. The Necromancer summons 1D6 Mummies. They are placed on the board immediately and may move and fight this turn. |