2000 Elite: Undead (Evil) Ghouls Infantry
2000 Elite: Undead (Evil) Ghouls Infantry
2000 Elite: Undead (Evil) Ghouls Infantry
Undead (Evil)
Ghouls
Unit Size
Troop(10)
Troop(10)
Infantry
Sp Me Ra De At Ne
6 4+ - 3+ 10 8/10
6 4+ - 3+ 10 8/10
Pts
65 Lifeleech (1)
65 Lifeleech (1)
Infantry
Sp Me Ra De At Ne
6 3+ - 5+ 20 11/13
6 3+
5+ 20 11/13
Pts
180 Crushing Strength (2), Lifeleech (2)
5
180 Crushing Strength (2), Lifeleech (2)
Wraiths
Unit Size
Troop(10)
Infantry
Sp Me Ra De At Ne
10 4+ - 6+ 10 -/12
- Mace of Crushing
Pts
140 Crushing Strength (1), Fly, Lifeleech
(1), Shambling
5
Zombies
Infantry
Unit Size
Sp Me Ra De At Ne
Horde(40)
5 5+ - 3+ 30 -/22
- Undead Giant Rats (Lifeleech (2))
- War-bow of Kaba
Horde(40)
5 5+ - 3+ 30 -/22
- Undead Giant Rats (Lifeleech (2))
- Kevinars Flying Hammer
Pts
130 Lifeleech (1), Shambling
10
5
130 Lifeleech (1), Shambling
10
5
Werewolves
Large Infantry
Unit Size
Regiment(3)
Sp Me Ra De At Ne
9 3+ - 5+ 9 12/14
Horde(6)
9 3+
5+ 18 15/17
Pts
160 Crushing Strength (1), Lifeleech (1),
Nimble
245 Crushing Strength (1), Lifeleech (1),
Nimble
Cavalry
Sp Me Ra De At Ne
8 3+ - 6+ 10 12/14
Pts
195 Crushing Strength (1), Lifeleech (2),
Thunderous Charge (2)
Revenant Cavalry
Unit Size
Regiment(10)
Cavalry
Sp Me Ra De At Ne
8 4+ - 5+ 16 -/17
Pts
170 Lifeleech (1), Shambling,
Thunderous Charge (2)
20
Sp Me Ra De At Ne
10 4+ - 5+ 9 18/20
Hero (Mon)
Pts
190 Hero (Mon), Crushing Strength (3),
Inspiring, Lifeleech (1), Surge (6)
45
45
2000
Blade of
Slashing
Whenever the unit rolls to hit in Melee, it can re-roll one of the dice that failed to hit.
Brew of
Sharpness
Crushing
Strength
All melee hits inflicted by the unit have a +(n) modifier when rolling to damage.
Fly
The unit can move over anything (blocking terrain, enemy units, friendly units when charging,
etc.), but still cannot land on top of them. The unit does not suffer hindered charges for
moving over difficult terrain or obstacles, unless it ends the move within or touching them.
The unit also has the Nimble special rule.
Inspiring
If this unit, or any friendly non-allied unit within 6" of this unit, is Routed, the opponent must
re-roll that Nerve test. The second result stands.
Kevinars
Flying
Hammer
The unit has a ranged attack for which you roll a single die, regardless of the Attacks value of
the unit. This attack has a range of 12" and always hits on 4+, regardless of modifiers, and if a
hit is scored, it is resolved at Piercing (2).
Lifeleech
In a melee, this unit regains one point of damage it has previously suffered for every point of
damage it deals, up to a maximum of n.
Whenever the unit rolls to damage in melee, it can re-roll one of the dice that failed to damage.
Nimble
The unit can make a single extra pivot of up to 90 degrees around its centre while executing
any move order, including a Charge! It cannot make this extra pivot when ordered to Halt. In
addition, the unit does not suffer from the 1 to hit modifier for moving and shooting.
Shambling The unit cannot be ordered At the Double, except when carrying out a Vanguard move.
Surge
Spell. Range: 12". Friendly unit with the Shambling special rule only. Hits dont inflict
damage. Instead, for every hit inflicted, the Shambling friendly unit moves straight forward a
full inch (stopping just out of contact from friendly units and blocking terrain). If this
movement brings it into contact with an enemy unit, treat this as a successful charge against
the enemy facing that has been contacted. However, the charged unit will not take any Nerve
tests for any damage it might have taken previously in that Shoot phase. If the Surge move
took the unit over an obstacle or through difficult terrain then it will be hindered in the ensuing
combat as normal. This spell has no effect on units with a speed of 0.
Thunderous All melee hits inflicted by the unit have a +(n) modifier when rolling to damage. This bonus is
Charge
in addition to the units Crushing Strength (if any), however the unit loses this bonus when
Disordered or during Hindered charges.
War-bow of The unit has a ranged attack for which you roll a single die, regardless of the Attacks value of
Kaba
the unit. This attack has a range of 24" and, when rolling to hit, the unit uses a basic Ra value
of 4+, regardless of its actual Ra value. The roll to hit is affected as normal by to-hit modifiers,
and if a hit is scored, it is resolved at Piercing (1).