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Undead: Vampiric:
The Undead are creatures that are physically dead The Vampires are powerful Undead who thrive
and yet behave as if alive. Animated by perverted upon the ethereal power of the Warp. Each a
Necromancers, these dread beings of rotten flesh powerful psyker, their powers are enough to
and bleached bones strike fear into the heart of sustain themselves independently of the animating
enemies wherever they tread. will of a Locus.
Units with Undead special rule have Fearless, Fear Vampiric models are Undead, with the following
and Slow and Purposeful special rules. exceptions: They never suffer Wounds because of
Furthermore, Undead units suffer one extra a destroyed Locus, and they have Feel no Pain
Wound for every Wound by which they lose the special rule instead of Slow and Purposeful.
combat, with no save of any kind allowed.
RIVADIS EMPIRE
The Loci:
The legions of Rivadis Empire are animated and WARLORD TRAITS
driven forward by the magic of their Loci. Without
the magical animus these Necromancers provide, 1. Decapitating Strike: The Warlord’s melee
the undead tide will slowly crumble to dust. weapons have the Instant Death special
rule.
At the end of any turn in which there is no friendly
Psyker on the table who know psychic power from
2. Red Fury: The Warlord and any Vampiric
the Necromancy discipline, all friendly Undead
units on the battlefield must take a Leadership
unit he is with have the Counter-attack and
check. If the test is failed, the unit immediately Rage special rule.
suffers a number of Wounds equal to the amount
by which it failed the Leadership test, with no 3. Aura of Dark Majesty: Enemy units within
saves of any kind allowed. These wounds must be 6” of the Warlord have their Leadership
allocated evenly between models in the unit. (ie. reduced by 1.
No model can be allocate the second wound until
all models in the unit have one wound allocated to 4. Unquenchable Thirst: The Warlord and
them, and so on). These wounds cannot be any Vampiric unit he is with have the Hatred
allocated to Independent Character who has special rule.
joined the unit.
If, at the start of any of your following turns, there
is one or more friendly Psykers on the table who
5. Dark Renown: The Warlord and any unit
know psychic power from the Necromancy he is with counts as scoring an additional
discipline, no unit in the army needs to take this wound for the purpose of calculating
Leadership test - the Psyker's powers are sufficient combat result.
to sustain the Undead for now.
6. Ghost Stalker: The Warlord and any
Vampiric unit he is with have the Stealth
special rule.
Allies Resurrecting Fallen Warriors:
Allies of Convenience: Adeptus Mechanicus, Some psychic powers, special rules and
Imperial Guard, Tau, Eldar, Chaos Daemons, equipments can resurrect fallen warriors in an
Chaos Space Marines, Ork. Undead unit by restoring a number of
Wounds' worth of models to the unit. If the
Desperate Allies: Dark Eldar, Necrons, target consists of a single model, such as a
Crimson Horde. lone character, then it can never exceed its
starting Wounds value. If the target is a unit of
Come the Apocalypse: Dark Angels, Grey more than one model, then Wounds regained
Knights, Space Marines, Blood Angels, Space in this way follow a strict order. First, the unit
Wolves, Sisters of Battle, Tyranids, Duchy of character is resurrected - if there was one -
Westaria, Icedales Cult. and then any remaining Wounds resurrect
other models. In the case of multiple Wound
models, all models in the unit must be fully
healed before another can be resurrected.
WS BS S T W I A Ld Sv
Dread Lord 5 5 5 4 3 5 5 10 4+
WS BS S T W I A Ld Sv
Necromancer 3 3 3 4 2 3 2 8 -
WS BS S T W I A Ld Sv
Zombie 2 0 3 3 1 1 1 2 -
WS BS S T W I A Ld Sv
Skeleton Warrior 2 2 3 3 1 2 1 3 6+
WS BS S T W I A Ld Sv
Bat swarm 2 0 2 3 4 4 4 2 -
Cannibals 60 points
Pestilence and famine are common in the Empire, and during these times, the depraved and the desperate take
to eating human flesh to stay alive. During the golden ages, these evil-hearted individuals are hunted down,
driven underground by their persecutors. These cannibals and their mutant offspring hide in catacombs and
mausoleums, devouring the corpses of the rich and poor alike. Slowly they are driven mad by their loathsome
practice and become little than voracious man-eaters. The Necromancers use their dark magic to draw
cannibals toward them, using these insane creatures as expendable shock troops. They forgo complex weapons
all together, for their claws and teeth are encrusted grave-filth and decaying meat; those that take even the
lightest scratch from their talons or teeth can die from unnaturally potent infections that spread through the
victim's body.
WS BS S T W I A Ld Sv
Cannibal 3 0 3 3 1 3 2 5 -
Armour
BS F S R HP
Corpse Wagon 3 10 10 10 3
WS BS S T W I A Ld Sv
Crypt Guard 3 3 3 4 1 3 1 5 5+
Seneschal 3 3 3 4 1 3 2 5 5+
WS BS S T W I A Ld Sv
Vampire Assassin 5 3 4 4 1 5 3 9 4+
Hidden in the Shadows: The Vampire Assassins do Lightning Attacks: The Vampire Assassins can
not scatter and do not suffer Deep Strike Mishaps charge on the turn they arrive by deep striking.
when deep striking.
Black Reliquary 200 points
Whenever a Vampiric nobles fall in battle, his followers can gather his physical remnants and place it within an
Reliquary. The crippled form of the Vampire feeds upon the energy of death, which is brought to him by daily
human sacrifies. The Wraiths responsible for protecting the Reliquary bring it to the place of slaughter, where
their master can hasten his return by drinking the dying breath of the dying. In battle, the Reliquary soaks in the
baleful force around them, cursing the foes and blessing allies with the Vampire’s instinctive magic, until its
occupant is restored to their former glory.
WS BS S T W I A Ld Sv
Wraith Keeper 4 3 3 4 2 3 3 6 -
Black Reliquary - - - 7 2 - - - 3+
WS BS S T W I A Ld Sv
Vargoyle 3 3 3 3 1 4 3 7 6+
WS BS S T W I A Ld Sv
Death Knight 4 0 3 4 2 3 2 5 5+
Hell Knight 4 0 3 4 2 3 3 5 5+
WS BS S T W I A Ld Sv
Horrorgheist 3 1 5 6 6 3 5 5 6+
Upgrade:
Infested: The Horrorgheist innard is infested with a Death Shriek: The supersonic screech of the
multitude of bats, which proceed to feast on those Horrorgheist is so powerful that it can cause a man’s
around when their host is slain organs to explode with ease.
When a Horrorgheist with this upgrade is removed A Horrorgheist with this upgrade counts as being
as a casualty, each units within 6” (friend or foe) equipped with assault grenades. In addition, it has a
takes 3D6 S2 AP - hits . ranged weapon with the following profile:
A Horrorgheist with this upgrade has an additional Swarm of Flies: The Horrorgheist’s bodies is so rotten
Attack and the Poisoned (4+) special rule. that it attracts vast swarms of flies, making is nearly
impossible to land a blow.
Pestilential Breath:
The Horrorgheist belch forth a cloud of pestilent gas A Horrorgheist with this upgrade counts as being
which strips flesh from bones and corrodes armour. equipped with defensive grenades. In addition,
enemies in base contact with the Horrorgheist have
A Horrorgheist with this upgrade has a ranged their Weapon Skill reduced by 1.
weapon with the following profile:
Range S AP Type
Template 3 5 Assault 1,
Poisoned (4+)
Heavy Support:
Shade 180 points
The symbol of the Empire’s corruption, Shades are monstrous humanoid figures burning incessantly with dark
power. They march at the forefront of the Undead army, invigorating them with their own innate magics. First
sighted during the Rout of Duke Cali, where the Duchy of Westaria’s armies are utterly destroyed as their Living
Icon mysteriously went missings in the midst of battle, right before a Shade materialized from thin air. Despite
their unknown origin, the Shades are a welcomed addition to the force of Rivadis, supporting horde of lesser
Undeads with their unholy strength. Woes to the foe facing even one in combat , for the Shades are truly
Death’s Incarnates.
WS BS S T W I A Ld Sv
Shade 5 5 6 6 4 5 5 10 4+
Unit Composition: Wargear: • The Shade may replace its psychic power with:
1 Shade • Phantom Blade -Vigour Mortis:………………………………………….…10 points
• Shield -Dark Lightning:……………………………………………10 points
Unit Type: -Black Terror:……………………………………….………10 points
Monstrous Creature Special Rules:
(Character) • Daemon Dark Miasma: All friendly Undead and Vampiric
• Deep Strike units within 12” of this unit suffer one less wound
• Fearless than they normally would due to losing an assault
• Psyker (Mastery Level 1) or following the death of the army’s Locus.
• Dark Miasma
Psyker:
The Shade always has the
Invocation of the Reaper
psychic power.
Abyssal Abomination 150 points
Assembled from bodies of dozen men, the Abyssal Abominations are living mountain of misshapen flesh. The
Necromancer selects as many as a dozen animals and humans to be skinned alive in order to provide enough
living tissues to cover these horrible monstrosities. Slow moving and dim-witted, they are fitted with multitude
of crudely constructed mechanical bits, such as wheels, cogs and iron valves pumping corpse fluid in a mockeries
of biological processes, all to ensure they work at optimal efficiency. In battle, these monsters act as living siege
engines, unleashing barrages of caustic sludge and hellish flame that devour metal and flesh alike. There is
nothing more revolting and unnatural than the sights of an Abyssal Abomination, and the armies of the living
are wise to fear it.
WS BS S T W I A Ld Sv
Abyssal Abomination 3 3 6 6 3 1 5 5 6+
Range S AP Type
Bile Cannon: 12” 4 5 Pistol, Gets Hot
Bile cannons are powerful, if crude weapons of war. Each
Ignore Cover,
stores within its fuel tanks volumes of vicious
Soul Blaze
decomposing agents that are powerful enough to
completely dissolve flesh on contact.
Gas Launcher:
Range S AP Type The horrific weapon called gas launcher employs special
36” 4 4 Assault 1, Barrage, chemical agents stored inside hollow shells that kills and
Poisoned (2+) burns on contact.
Large Blast,
Ignore Cover Range S AP Type
12” X 5 Heavy 3, Blast,
Chaingun: Poisoned (4+),
The chaingun is a multi-barrel gas-driven automatic
Ignore Cover
weapon capable of spewing thousand of rounds per
minute, though its effect is a bit unpredictable.
Grenade Launcher:
Range S AP Type The grenade launcher is a versatile support weapons
24” 5 6 Heavy D6 capable of firing a wide variety of ammunitions.
Range S AP Type
Doomfire Cannon:
Inscribed with potent cursing runes, the doomfire cannon Frag Grenade 24” 3 - Assault 1,
launches flaming projectiles that seek the enemies with Blast
unerring accuracy. Krak Grenade 24” 6 4 Assault 1
Scrap armour confers a 6+ Armour Save. Robe of Mist confers a 5+ Invulnerable Save.
Equipments:____________________________________________
Rules for the following items can be found in the Howling Icon:
Warhammer 40,000 rulebook.
Frag grenades Melta bombs While the banner bearer is alive, enemy unit taking a
Krak grenades Psychic hood Fear test whilst in combat with his unit must roll one
extra dice for the test and discard the lowest one.
Furthermore, his squad counts as scoring an
Banner of the Grave: additional wound for the purpose of calculating
combat result.
While the banner bearer is alive, his squad have +1
Attack in close combat, and counts as scoring an
additional wound for the purpose of calculating Sepulchral Banner:
combat result.
While the banner bearer is alive, his unit suffer one
less wound than they normally would due to losing an
Black Pendant:
assault or following the death of the army’s Locus.
Furthermore, his squad counts as scoring an
A model equipped with Black Pendant has its additional wound for the purpose of calculating
Invulnerable Save improved by 1 (to the combat result.
maximum of 3+)
Blood Vial: Shield:
One use only. The vial can be use at the start of the A model with shield has his Armour Save improved by
Movement phase. The user gains the Rage, Furious 1 (to the maximum of 2+) while in close combat.
Charge and Counter-Attack special rules.
Static Rod:
Bonepipe:
A model equipped with static rod counts as having
While the piper is alive, his squad can choose to re-roll assault and defensive grenades. In addition, he can
charge distance, but must abide by the second result. make a special shooting attack in the shooting phase
Furthermore, his squad counts as scoring an with the following profile:
additional wound for the purpose of calculating
combat result.
Range S AP Type
8” 3 - Assault 2D6,
Hand of Glory: Gets Hot !
Tome of Blasphemy:
A model with Tome of Blasphemy can choose to
re-roll failed Psychic test (this includes Perils of the
Warp) when manifesting psychic powers from the
Necromancy discipline. Furthermore, enemy unit
targeted by this model’s psychic powers suffers a -1
penalty to their Deny the Witch roll.