Undead

Undead Mammoth 250 pts + 8 pts per crew

In the cold land of Norsca great beasts roam the land, these creatures are known as mammoths. And some necromacers have found a way to animate these mammuths and use them as creatures of war.

PROFILE

M

WS

BS

S

T

W

I

A

Ld

Mammoth

7

3

0

7

7

6

2

3

5

Skeleton

4

2

2

3

3

1

2

1

5

Equipment: The Skeletons (crew) are armed with hand weapons

Options: The skeletons may be equipped with shields(+1) and light armor(+2) or heavy armor(+3) and may be armed with either double-handed weapons(+2) or halberds(+2)or spears(+1) or a bow(+2).

Save: -

Special Rules

Fear: The Mammoth causes fear in creatures under 10".

Immune to Psychology: The Mammoth/crew is not affected by psychology themselves. They are immune to fear, terror, panic, and all other psychology tests.

Combat: The mammoth cannot be broken in hth combat , and never take a break test if beaten in combat. When it is beaten in hth combat the magic link between it and it’s master is weakened and, as a result the mammoth falls apart. For every point by which it have lost the combat one extra crew is removed if there aren’t any crew left the mammoth suffers a wound per point.

Ride: The mammoth may be ridden by max. 4 skeletons and a character (not the general) but it must be ridden by at least 1 crewman. Note that the character is not considered a part of the crew.

Attacks: The mammoth has two stomp attacks which does 1D6 wounds each (one model only) and a trunk attack which may only be used against creatures within 10". And if the trunk attacks succeeds the victim is picked up and hurled back down into the unit, the victim suffers a S5 hit and the unit suffers 1D6 S3 hits which do 1 Wound each

Fall: When the mammoth dies it falls to the ground (use the vermin tide template) and any model under the template must pass a test or suffer a S8, 1D6 wounds hit. When the mammoth falls all the models on it must pass a initiative test or suffer a S7, 1D3 wounds hit.

Heal: Mammoths may be healed by the "Raise-dead" spell. It takes two skeletons per wound to heal.


MailboxBy Queek.


This page hosted byGet your own Free Home Page