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Rivadis Empire Special Rules:

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.

Raised models cannot be placed in impassable


terrain or within 1” of enemy models ; if you
cannot place some of the models for whatever
reason, the excess is destroyed. Resurrected
models retain the same wargears they had
been carrying before being destroyed. If the
resurrected model’s unit is locked in combat,
the resurrected model immediately makes a
Pile In move.

A unit cannot usually be taken beyond its


starting size, though certain psychic powers
and special rules may provide exceptions.
Unless specifically stated otherwise, psychic
powers and equipments that restore lost
Wounds cannot heal Independent Character.
If an Independent Character has joined a unit,
only the unit will recover lost Wounds. If a
unit contains both Undead (this include
Vampiric models) and non-Undead models,
then only Undead models will recover lost
Wounds.
PSYCHIC POWERS
NECROMANCY
PRIMARIS POWER Invocation of the Reaper is a blessing that targets all
Invocation of the Reaper: Warp Charge 1non-vehicle friendly units with at least one model with
The psyker draws the souls of the deceased back
the Undead or Vampiric special rule within 6”. Infantry
from the Warp with a howling curse, breathingunits gain D6 Wounds (roll for each unit); other unit
unlife into the corpses strewn across the battlefield.
types targeted gain 1 Wound. Independent Characters
gain 1 Wound. Wounds gained are distributed as
described in Resurrecting Fallen Warriors.
___________________________________________________________________________________________

1. Black Terror: Warp Charge 1 4-5. Thrall Craft Warp Charge 2


The psyker sends his foes images of their horrible In battle, powerful Necromancer can give away some of
deaths, filling their hearts with unspeakable terror. his power to create the ultimate undead warriors from the
corpses of his enemies.
Black Terror is a malediction that targets a single
enemy unit within 18”. That unit must take a Thrall Craft is a conjuration that brings a brand new unit
Leadership test using the lowest Ld score in their of Crypt Guards into play. Roll D3 + 3 . This is how many
unit. If they fail, they must instantly fall back and models comprise the new unit. The new unit must deep
suffer a -1 penalty to their Ld for the rest of the strike within 12” of the psyker. They do not scatter and do
game. Units with the Fearless or And They Shall not suffer Deep Strike Mishaps. If any of the models
Know No Fear special rule automatically pass the cannot be deployed, because it would land partially or
test. fully off the table, in impassable terrain, on top of a
friendly model, or on top of or within 1" of an enemy
2. Vigour Mortis: Warp Charge 1 model, that model is destroyed.
The psyker imbues the corpses under his control
with renewed vigour, who now attack with 6. Call to the Grave: Warp Charge 2
unnatural ferocity. Those killed by the diabolical waves of pure necromantic
energy the psyker releases do not stay dead, instead
Vigour Mortis is a blessing that targets an Undead stumbling back to extract vengeance upon their former
or Vampiric friendly unit within 12”. Whilst the comrades.
power is in effect, all models in the target unit gain Call to the Grave is a witchfire power with the following
+1 Initiative +1 Weapon Skill, but suffers D3 profile:
Wounds with no save of any kind allowed Range S AP Type
6” 4 2 Assault 2D6,
3. Dark Lightning Warp Charge 1 Curse of Undeath
Bolts of dark lightning leap out of the psyker’s
hand, scorching and burning all who stand in his Curse of Undeath: At the end of the shooting phase, any
way. non-vehicle, non-Monstrous Creature model that loses his
Dark Lightning is a witchfire power with the last Wound to a shooting attack with this special rule is
following profile: replaced with a Skeleton Warrior model that is under this
player’s control. These new models comprise a new unit
Range S AP Type of Skeleton Warriors, and they carry their basic wargears.
18” 4 - Assault 2D6, If any enemy model is within 1” of this new unit, they are
Rending locked in combat with the Skeleton Warriors.
RIVADIS EMPIRE ARMY LIST
HQ:
Dread Lord 125 points
The Dread Lords are what remain of the nobles loyal to Empress Porcia. While they appear to be normal
humans, they are actually savage monsters hidden behind a veil of aristocratic nobility. The Lords are not alive
in any ways, yet they retain all their intelligence, and worse of all, their ambition and desire, twisted by
centuries of cursed existence. Each of the Dread Lords is as strong as dozen men, and those dare to meet one in
combat will quickly regret it as the monster brings its unholy strength and supernatural powers to bear.

WS BS S T W I A Ld Sv
Dread Lord 5 5 5 4 3 5 5 10 4+

Unit Composition: Wargear: Options:


1 Dread Lord • Unholy armour • The Dread Lord may take up to 2 additional Mastery
• Blood razor levels:
Unit Type: • Frag and krak grenades ……..……….……………………………………...……25points/level
Infantry (Character) • Close combat weapon • The Dread Lord may replace his close combat
weapon and/or blood razor with:
Special Rules: -Fulminating gem:……………………………………….15 points
• Vampiric -Plasma pistol:……………………………………….…….15 points
• Independent Character -Power weapon:………………………………............15 points
• Psyker (Mastery Level 1) -Bane sword:………………………………………….……15 points
• It Will Not Die • The Dread Lord may take any of the following:
-Meltabombs:…………………………………………….….5 points
Psyker: -Psychic hood:…….……………………………………….10 points
A Dread Lord generates his -Blood Vial:……………….…………………………………10 points
powers from the Biomancy, -Hand of Glory:…………………………………………….20 points
Telepathy and Telekinesis -Black pendant:…………………………………………...20 points
disciplines.
Necromancer 75 points
The architects of the Empire’s descent into madness, necromancers are amongst the most powerful, but also
most damned, for they have left their humanity behind in their quest for immortality. Despite their otherworldly
ability to raise the dead from their graves to do their biddings, the life of a necromancer is dangerous. Delving
into forbidden knowledge has its own peril, and many have found it to the cost of their sanity, or worse, their
miserable existence. Forever standing on the threshold between life and death, a necromancer slowly becomes
detached from his mortal roots, as his mind and bodies are warped by his own unholy power and the horrors he
has witnessed. Though he never know it, he will finally end up becoming the thing that he seeks to control and
enslave: a mindless Undead.

WS BS S T W I A Ld Sv
Necromancer 3 3 3 4 2 3 2 8 -

Unit Composition: Wargear: Options:


1 Necromancer • Robe of Mist • The Necromancer may take up to 2 additional
• Necromancy staff Mastery level:
Unit Type: • Frag and krak grenades ……...……….……………………………………...……25points/level
Infantry (Character) • Close combat weapon • The Necromancer may replace his Necromancy staff
with:
Special Rules: -Skull staff:……………………………………………………20 points
• Undead • The Necromancer may take any of the following:
• Independent Character -Blood Vial:……………..……………………………………10 points
• Psyker (Mastery Level 1) -Psychic hood:…….……………………………………….10 points
-Tome of Blasphemy:…………………………….…….15 points
Psyker: -Hand of Glory:………………………………………….…20 points
Necromancer generate his -Black pendant:…………………………………………...20 points
powers from the
Necromancy discipline
Troops:
Zombie 30 points
Driven forward by the insatiable urge to consume the livings, these horrible Undead slowly shamble toward the
enemies in massive horde. While slow and clumsy, no match for even foes as unskilled as Grots, their massive
numbers can overwhelm even the most determined resistance.

WS BS S T W I A Ld Sv
Zombie 2 0 3 3 1 1 1 2 -

Unit Composition: Wargear: Options:


10 Zombie • Close combat weapon • May included up to 40 additional Zombies:
……………………………………………………..……3 points/model
Unit Type: Special Rules:
Infantry • Undead Fresh Bodies: A unit with this rule can be increased
• Fresh Bodies beyond their starting size by psychic powers and
items that restore Wounds to an existing unit.

Skeleton Warriors 40 points


The rank-and-file soldiers of Rivadis Empire, Skeleton Warriors are the sorrowful reminders of the horror that
befell the Empire. Some are what remain of long-dead fighters, others are the corpses of the newly-deceased,
stripped off flesh in their reviving rituals. The blasphemous necromancy practiced the Empire’s coven of
sorcerers instils a semblance of life into these warriors and draws part of their souls back from the Warp.
However, all that they can recall are the ways of war that were drilled into them in life and the compulsion to
obey and fight for their masters. Possess no flesh to cut or organs to pierce, only a mortal who can overcome his
fear may land a blow that can disrupt the magic binding the bones of these warriors together, returning them to
the eternal rest for which they yearn.

WS BS S T W I A Ld Sv
Skeleton Warrior 2 2 3 3 1 2 1 3 6+

Unit Composition: Wargear: Options:


10 Skeleton Warriors • Scrap armour • May included up to 20 additional Skeleton Warriors:
• Shield ……………………………………………………..……4 points/model
Unit Type: • Close combat weapon •Any models in the unit may replace its shield with:
Infantry -Pike:……..…………………………………………………………….free
Special Rules: -Stub rifle:…………………………….……………..1 point/model
• Undead • One Skeleton Warrior may replace its shield with:
-Bonepipe:…………………………………………………..20 points
-Sepulchral Banner:……………………..……..……..20 points
Bat Swarms 45 points
When the Undeads of Rivadis go to war, they summon vast amount of bats to blot out the light, drowning the
battlefield in darkness and demoralizing their living foes. They then descend upon the enemies, stripping flesh
off bones in seconds.

WS BS S T W I A Ld Sv
Bat swarm 2 0 2 3 4 4 4 2 -

Unit Composition: Special Rules: Options:


3 Bat swarms • Swarm • May included up to 7 additional Bat bases:
• Undead ……………………………………………………..….…15 points/base
Unit Type: • Cloud of Horror
Jump Infantry Cloud of Horror: An enemy unit locked in combat
with one or more Bat Swarm units has their
Initiative reduced by 3 (to the minimum of 1).

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 -

Unit Composition: Special Rules: Options:


10 Cannibals • Poisoned (4+) • May included up to 20 additional Cannibals:
• Eater of the Dead …………………………………………………..….…6 points/model
Unit Type:
Infantry Eater of the Dead: The Cannibals cannot make
sweeping advance.
Dedicated Transport
Corpse Wagon 30 points
Called “Corpse Wagons” by the enemy of the Empire, these old trucks provide quick transportation across the
battlefield for the elite infantry of Rivadis. Despite their shambled look, the Corpse Wagons are a force to be
reckoned with, because of the deadly, and often outlandish weapons they carry into battle. However, one must
ask, how these old, cobbled together vehicles can still function even without their engines and other vital
components.

Armour
BS F S R HP
Corpse Wagon 3 10 10 10 3

Unit Composition: Wargear: Options:


1 Corpse Wagon • Twin-linked heavy stubber • The Corpse Wagon may replace its twin-linked
heavy stubber with:
Unit Type: Special Rules: -Chaingun:……..………………………………………………5 points
Vehicle • It Will Not Die -Gas launcher:…………………………………….……….10 points
(Fast, Open-topped, • The Corpse Wagon may take:
Transport) Transport Capacity: -Searchlight:…………………………………………….……..1 point
• Twelve models -Dozer blade:………………………………………………...5 points
-Improvised armour:…………………………………...10 points
Elites:
Crypt Guards 80 points
The elites of the Undead legions, Crypt Guards are silent sentinels, stand ever vigilant to defend their masters.
The unholy power that binds these tireless warriors are so strong that they can endure wounds that can slay a
mortal foe several times over. They are both skilled and extremely well equipped, for no expense is spared in
their creations. Enemies foolish enough to underestimate them will be drown in their own blood as pitiless
sword thrusts and high velocity metal slugs tear into their bodies.

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+

Unit Composition: Wargear: Options:


9 Cryp Guards • Plate armour • May included up to 10 additional Crypt Guards:
1 Seneschal • Shield …………………………………………………………8 points/model
• Close combat weapon •The Seneschal may replace its shield and/or close
Unit Type: combat weapon with:
Infantry Special Rules: -Plasma pistol:…………………..…………………………15 points
The Seneschal is • Undead -Bane sword:….……………………………………………15 points
Infantry (Character) • Killing Blow -Power weapon:….……………………………………….15 points
•Entire unit may take:
-Frag and krak grenades:….………………………….30 points
Killing Blow: Against a non-vehicle, non-Monstrous •Any Crypt Guard in the unit may replace its shield
Creature and non-Swarm model, any To Wound with:
rolls of 6 in close combat made by model with this -Autopistol:………………………………………………………….free
rule have the Instant Death special rule. -Autogun:…………………………………….………1 point/model
-Heavy Chainsword:...…………………………5 points/model
•For every ten models in the unit, one Crypt Guard
can replace its shield with:
-Flamer:………………..……………………………5 points/model
-Grenade launcher:.……………………………5 points/model
• One Crypt Guard may replace its shield with:
-Bonepipe:…………………………………………………..20 points
-Banner of the Grave:…………………………..…….20 points
-Howling Icon:………………………………..………..…20 points
-Sepulchral Banner:……………………..……..………20 points
-Static rod:…………………………………………………..20 points
• The unit may take a Corpse Wagon as a Dedicated
Transport (pg )
Vampire Assassins 90 points
Vampire assassins are silent killers, arsonists, saboteurs and spies rolled into one. They are used to soften up
enemy armies before the battle begins. The skills and training of an Assassin go beyond any mortal warrior.
They are masters of armed and unarmed combat, concealment and disguise, and psychology and science. Their
battle garb varies, but is inevitably dark-grey, deep green, midnight blue or black. Their blades are often
lacquered black so as not to glint in the darkness as they approach their foes, and their armour is glossy black or
dun. When they appear on the field of battle, they attack where the enemy is weakest, without warning,
overcoming positions with bitter speed and ruthlessness. They have a nasty habit of hidden within a mob of
innocent refugees, much to their prey’s dismay , for when the time are right, they cast off their disguise and cut
those unsuspecting around them to shred.

WS BS S T W I A Ld Sv
Vampire Assassin 5 3 4 4 1 5 3 9 4+

Unit Composition: Wargear: Options:


3 Vampire Assassins • Unholy armour •May included up to 7 additional Vampire Assassins:
• Two daggers of malice …………………………………………………..…..30 points/model
Unit Type: • Frag and krak grenades •Entire unit may take one of the following:
Infantry -Melta bombs:………………..………………………….30 points
Special Rules: -Blood Vial:……………….…..……………………………30 points
• Deep Strike -Hand of Glory:……….………………………………….30 points
• Fleet •Any Vampire Assassin in the unit may replace one
• Hatred or both of his daggers of malice with:
• Hit &Run -Fulminating gem:………..…………………10 points/model
• Move Through Cover -Power weapon:…………..…………………10 points/model
• Vampiric -Blood razor:…………….…………………….10 points/model
• Hidden in the Shadows
• Lightning Attacks

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+

Unit Composition: Wargear Options:


3 Wraith Keepers (Wraith Keeper only): • May included up to 7 additional Wraith Keepers:
1 Black Reliquary • Robe of Mist ………………………………………………………25 points/model
• Corpse harvester • Any Wraith Keeper in the unit may replace its Robe
Unit Type: of Mist with:
Infantry Special Rules: -Unholy armour:…………………………………10 points/model
• Move Through Cover
• Undead
Sacrificial Ritual chart:
(Wraith Keeper only)
Result
• Sworn Bodyguard
5 or below Displeased: The Dark Reliquary
(Wraith Keeper only)
suffers one wound with no save of
• Sacrificial Ritual
any kind allowed.
(Black Reliquary only)
6 - 10 Gaze of Death: One enemy unit
within 6” suffers D6 S5 AP – hits.
11 - 15 Bewitched: One enemy unit within
Sworn Bodyguard: The Wraith Keeper can make a 12” have their WS and BS reduced
Look out, Sir attempt as if the Black Reliquary were by 1 (to the minimum of 1)
the unit’s character. 16 - 20 Unholy Resilience: One friendly
Vampiric unit within 12” adds +1 to
their Feel No Pain roll.
Sacrificial Ritual: At the start of the Black
Reliquary’s unit’s movement phase, if they are not 21 Resurrection: Replace the Black
locked in combat and within 6” of a friendly Reliquary with a Dread Lord. The
non-Undead, non-Vampiric unit, then you can Dread Lord carries his default
choose to make a Sacrificial Ritual. Up to 15 wargears and cannot take
models can be sacrificed to the Black Reliquary upgrades. He also cannot leave the
each turn. The number of models sacrificed resets unit, unless all other models are
after one turn. Remove the model from the destroyed, then he can join and
leave other units as normal. After
chosen unit, then roll a D6 and add the number of
models sacrificed. Consult the opposing chart. placing the Dread Lord, then he can
Unless stated otherwise, the effect of Sacrificial generates his psychic powers as
Ritual last for the rest of the turn. normal. The effect of Resurrection
lasts for the rest of the game.
Fast Attack:
Vargoyles 45 points
Vargoyles are winged statues carved in the likeness of Vampires, awakened by the baleful powers of the
Necromancers to bolster their undying legions. Some of the arrogant desire to dominate and destroy of their
masters must have somehow transfer into their progenitors, as Vargoyles revel in nothing but slaughter and
mayhem. These animated constructs fly in large horde, soaring through the skies and falling upon near-
defenceless prey, slashing, rending and gorging on their bodies in an orgy of bloody violence. In times of great
need, the Vargoyles can (re)harden their skins, making themselves near impervious to small-arms fire at the
cost of becoming almost defenceless.

WS BS S T W I A Ld Sv
Vargoyle 3 3 3 3 1 4 3 7 6+

Unit Composition: Special Rules: Options:


5 Vargoyle • Acute Senses • May included up to 15 additional Vargoyles:
• Hit &Run ……………………………………………………..…9 points/model
Unit Type: • Rage
Jump Infantry • Scout Stone Form: At the beginning of the controlling
• Stone Form player’s Movement phase, a unit of Vargoyles may
choose to enter Stone Form. When in Stone Form,
all models gain +1 Toughness, the Feel no Pain
special rule and 4+ Armour Save, but lose the Hit &
Run and Rage special rules and have their Initiative
and Attacks reduced by 3 (to the minimum of 1)
and their unit type change to Infantry. Stone Form
lasts for a game turn.
Death Knights 100 points
Death Knights are the gruesome remains of ancient nobles, summoned forth from their tombs to serve their
new masters. Necromantic energy swirls around the summoner, saturating the armoured corpses before him
with unholy vitality. With a sudden motion, the Death Knight and his mount jerk to unlife; hands clasping
around heavy sword older than the Empire itself and hooves pounding on the cold hard floor of their barrow, all
in a mockery of their former lives. In battle, these unliving riders crash into the ranks of their living enemies,
spitting their foes on their instruments of destruction, which while corrupted by ages, are still no less potent and
dangerous than when their users were men of flesh and blood. Those die instantly are the lucky ones; those
survive, however, age at an incredible rate, bones crumbling and skins shrivelling as dark magic ravages their
bodies.

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+

Unit Composition: Wargear: Options:


4 Death Knights • Plate armour • May included up to 5 additional Death Knights:
1 Hell Knight • Shield …………………………………………………………20 points/model
• Blood razor •The Hell Knight may replace its shield and/or blood
Unit Type: • Frag grenades razor with:
Cavalry • Close combat weapon -Bane sword:….……………………………………………15 points
The Hell Knight is -Corpse harvester:……………………………………….15 points
Cavalry (Character) Special Rules: •Entire unit may take:
• Move Through Cover -Melta bombs:……………………………………………..30 points
• Undead •Any Death Knight in the unit may replace its shield
• Killing Blow or blood razor with:
-Corpse harvester:……………………………15 points/model
• One Death Knight that do not take the above
upgrade may replace its shield and close combat
weapon with:
-Bonepipe:…………………………………………………..20 points
-Banner of the Grave:…………………………..…….20 points
-Howling Icon:………………………………..………..…20 points
-Sepulchral Banner:……………………..……..………20 points
-Static rod:…………………………………………………..20 points
Horrorgheist 180 points
These horrible creatures rule the sky of Rivadis, hunting unsuspecting preys and draining them of blood. They
are actually once powerful Dread Lords who succumbed to their thirst for human flesh. Their presence still acts
as a conduit for necromantic energy, and they are able to reknit themselves with the raw stuff of necromancy
should they suffer injury. A Horrorgheist is borne aloft by great tattered wings, its body covered with thick,
withered hide, faintly reminiscent of the Dragons of legend. In battle, even the greatest heroes quail before
them, for their powerful claws and sword-like teeth can can cripple entire enemy regiment.

WS BS S T W I A Ld Sv
Horrorgheist 3 1 5 6 6 3 5 5 6+

Unit Composition: Special Rules: Options:


1 Horrorgheist • Deep Strike • May take any of the following upgrades:
• Feel No Pain -Infested:……………………………………………………..10 points
Unit Type: • It Will Not Die -Rancid Maw:……………..……………………………….10 points
Flying Monstrous • Undead -Pestilential Breath:…………………………..…………15 points
Creature -Death Shriek:……………………………………………..20 points
-Swarm of Flies:……………………………………………20 points

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:

Rancid Maw: The remains of the Horrorgheist’s preys Range S AP Type


encrust its fang with potent poison. Template 3 3 Assault 1

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+

Unit Composition: Wargear: Options:


1 Abyssal Abomination • Bile cannon • May included up to 2 additional Abyssal Abominations:
• Static rod ……………………………………………………150 points/model
Unit Type: •Any Abyssal Abomination in the unit may replace its bile
Monstrous Creature Special Rules: cannon with:
• Undead -Doomfire cannon:……….……….………………15 points/model
• Feel No Pain • One Abyssal Abomination may replace its static rod
• Too Horrible to Die with:
-Banner of the Grave:…………………………..………….20 points
Too Horrible to Die: As soon as an Abyssal -Howling Icon:………………………………..……………...…20 points
Abomination loses its last Wound, roll a D6, then -Sepulchral Banner:……………………..……………..……20 points
consult the following chart:

Too Horrible to Die chart:


Result
1-3 Dead: The Abyssal Abomination
is truly dead. Remove the
model.
4-5 Explode !: Each units within 6”
of the marker (friend or foe)
takes D6 S3 AP - hits. After the
hits are resolved, remove the
model.
6 It’s alive: Do not remove the
model, but roll a D3 to
determine how many Wounds
the creature has recovered.
RIVADIS EMPIRE WARGEARS
Ranged Weapons:__________________________________________
The full rules for the following ranged weapons Fulminating Gem:
can be found in the Warhammer 40,000
rulebook: Fulminating gems are small crystals usually embedded in
Autogun Autopistol combat gauntlets. They are solidified warp flame, and are
Flamer Heavy stubber as deadly to the user as they are to the enemies.

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

Range S AP Type Skull Staff:


48” 9 2 Ordnancer 1, Only seen carrying by necromancers, the skull staff is a
Twin-linked, Skyfire deadly arcane weapon that flickers with unnatural energy
Interceptor strong enough to rend even the hardest metal.

Stub Rifle: Range S AP Type


The stub rifle is a primitive weapon firing large-bore 18” 3 5 Assault 3, Rending
rounds, sacrificing rate of fire for higher stopping-power
and ease of construction.
Range S AP Type
24” 3 6 Assault 1
Melee Weapons:___________________________________________
The full rules for the following melee weapons Pike:
can be found in the Warhammer 40,000
rulebook: Range S AP Type
Close combat weapon Power weapons
- User - Melee, Two-handed,
Heavy Chainsword
+2 Initiative

Bane Sword: Phantom Blade:


Range S AP Type Range S AP Type
- User 4 Melee, Poisoned (4+) - User 1 Melee,
Specialist Weapon Master-crafted

Blood Razor: Necromancy Staff:


Range S AP Type Range S AP Type
- +1 5 Melee, Shred - User - Melee, Two-handed,
Necromantic Locus
Corpse Harvester:
Necromantic Locus: Model equipped with weapons with
Range S AP Type this rule can choose to re-roll a single D6 or D3 in any
- +2 3 Melee, Two-handed, psychic powers of the Necromancy discipline that require
Unwieldy,Chill Grasp it (such as a D6 in Dark Lightning, Invocation of the
Reaper or a D3 in Thrall Craft etc.)
Chill Grasp: Model equipped with weapon with this rule
can choose to substitute all of its Attacks in close combat
for a single Chill Grasp Attack. if this Attack hits, then it
will automatically wound, with no saves of any kind
Skull Staff:
allowed.
Range S AP Type
- User 3 Melee, Concussive,
Dagger of Malice: Force
Range S AP Type
- User - Melee, Rending
Armours:_______________________________________________
Plate Armour: Unholy Armour:
Material is plentiful and can be easily created in The armours worn by the vampiric nobility of Rivadis
automated manufactorums of Rivadis, plate armours are created through the use of blasphemous rituals in
are the standard form of personal defense for the the forges of Rivadis. Imbued with warp energy and
Empire’s legions of Undeads. It offers adequate cooled in the blood of hundred sacrified slaves, they
protection while still allows the wearer a high degree of provides excellent protection to the wearers, but only
mobility. the most depraved individuals will don these foul
armours, for doing so is to damn their soul for eternity
Plate armour confers a 5+ Armour Save.
Unholy armour confers a 4+ Armour Save and
6+ Invulnerable Save.
Scrap Armour:
Little more than chunks of metal woven into a suit,
scrap armours are noisy and cumbersome, but can still Robe of Mist:
occasionally turn aside sword thrusts and glancing Necromancers hide themselves using strange robes
small-arms fire. that swirl and twist with unnatural darkness.

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 !

If at least one model in the unit is equipped with Hand


of Glory, then entire unit count as having defensive
grenades. Furthermore, enemy unit charged by unit
equipped with this item cannot fire Overwatch.

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.

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