Settra's Undead Corsairs
In the year 100 Settra made his first raid on the coast of what will later
be called Bretonnia. He took hundreds of victims back to Khemri. From this
year his raids for living humans became a nightmare to the people of
Bretonnia. Great black ships appeared in the middle of the night. Settra's
most trusted minions -- the corsairs put entire cities to fire, spread
bloodshed and carnage. To this day the name of Settra cause fear in the folk
of Bretonnia.
Profile | M | WS | BS | S | T | W | I | A | Ld | Cost |
Undead Corsairs | 4 | 3 | 2 | 3 | 3 | 1 | 2 | 1 | 6 | 9 |
Undead Captain | 4 | 4 | 3 | 4 | 3 | 1 | 3 | 2 | 8 | 36 |
Undead Admiral | 4 | 5 | 4 | 4 | 4 | 2 | 4 | 3 | 9 | 100 |
Equipment: Corsairs are armed with an additional weapon which means that
their total number of attacks is 2.
Save: None.
Options: Any regiment of corsairs may be equiped with light armour at a cost
of +2 points per model. Any regiment may be equiped with heavy armour at a
cost of +3 points per model. Any regiment may be armed with one of the
following weapons: a crossbow (+3 points), a bow (+2 points). Any regiment
may carry a magic standard. This may be chosen from the appropriate magic
item cards and its cost is indicated on the card itself.
Special rules: Undead corsairs cause fear, are immune to psychology and
suffer additional casualties if they are beaten in combat.
Champions and heroes: Undead captains count as champions for the regiments
of corsairs. They are used instead of wights or wraiths. You can include one
captain in one unit. Undead admirals are the equivalent of heroes. The
admiral can be ncluded in a regiment, but he can also walk alone -- just
like a hero.
Magic items: An undead captain can take one magic item, an admiral can take
up to 2 magic items.
Models: First of all, use ordinary plastic skeleton models and give them an
additional weapon. It isn't difficult and the effect is good. Use scimitars rahter than swords, forget the spears and scythes. You can also use the
metal skeleton models with scimitars. Among the metal skellies there is one
nice model of a pirate (with a sword and a knife in mouth). You can include
him as a captain. Remember to paint the models using pirate colours: purple,
black, blue, white.
Created by Piotr Moskal frogger@lupus.waw.pl

Shadow Guards
Your army may include one pair of Shadow Guards for every Necromancer over level 2 that is in your army. Shadow Guards are a kind of ghost that has been bound to the Necromancer to act as bodyguards for him so they are always within 4" of the wizard, even if he teleports away they are still there. If someone/thing attacks the wizard it has to get through the Shadown Guards first ie. the attacker must kill the Shadow-Guards before they can attack the Necromancer.
Profile | M | WS | BS | S | T | W | I | A | Ld | Cost |
Shadow Guard | - | 4 | 0 | 4 | 3 | 3 | 3 | 2 | 5 | 50 |
Weapons/Armor: Shadow-Guards are armed with a double-handed scythe.
Special Rules: See ghosts (Undead Army List).
Bound: The guards are magically bound. They need their master, and are destroyed if he/she is killed.
Created by Queek
Reverie's Model Suggestions: I suggest using GW wraith models for Shadow Guards. The have the 'ghosty feel' and carry the correct armament (two-handed scythes). They also conveniently come 2 per blister. I suggest grey and black painting although if your Necromancer has a color theme, they would look good using it as well.

Skeleton Centaurs
Your army may include any number of regiments of skeleton centaurs. Note that skeleton centaurs do not have any champions, but you may include characters on a horse. Modelling tip: You can easily make these skeleton centaurs yourself, just cut off the head of a skeleton horse and the legs of a skeleton and glue the upper body of the skeleton on the horse and you have a skeleton centaur.
Profile | M | WS | BS | S | T | W | I | A | Ld | Cost |
Skeleton Centaurs | 8 | 2 | 3 | 4 | 3 | 2 | 2 | 2 | 5 | 30 |
Weapons/Armour: Skeleton Centaurs are armed with axes, swords and other hand weapons.
Options: Skeleton Centaurs may be armed with any combination of weapons/armour allowed by the equipment list. See the separate equipment list in the undead book for summary and point values. Note that Skeleton Centaurs may not have barding but they may have lances. Any regiment may carry a magic standard. This may be chosen from the appropriate magic item cards and its cost is indicated on the card itself.
Special Rules:
- Fear: Skeleton Centaurs are terrifying creatures which cause fear.
- Immune to psychology : Skeleton Centaurs are not effected by psychology themselves.
- Combat Results : Skeleton Centaurs cannot be broken in hand-to-hand combat and never take a break test if beaten in combat. When they are beaten in hand-to-hand combat the magical link between them and their master is weakened and as a result they receive an extra wound for every point by which they have lost the combat.
Created by Justin Demmers

Sylvanian Peasants
When Vlad von Carstein marched to war, he was accompanied by a huge force of
humans. The peasant levies marched alongside their master, fighting for him,
as they would for any other overlord. Peasants are perhaps not what you can
call shock troops, but their sheer number can easilly cause fear in the
hearts of enemies.
Profile | M | WS | BS | S | T | W | I | A | Ld | Cost |
Sylvanian Peasants | 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 5 | 3 |
Peasant Champion | 4 | 3 | 3 | 4 | 3 | 1 | 4 | 2 | 6 | 20 |
Peasant Hero | 4 | 4 | 4 | 4 | 4 | 2 | 6 | 3 | 7 | 60 |
Equipment: Peasants are armed with hand weapon.
Save: None.
Options: Any regiment may be equiped with light armour at a cost of +1 point
per model. Any regiment may be equiped with shields at a cost of +1/2 point
per model. Any regiment may be armed with spears at a cost of +1/2 point per
model. Peasants may not carry a magic standard.
Special rules: You can include in your army as much regiments of peasants as
you wish, but to do this you must include as well at least one vampire
(count or lord). If a regiment of peasants is broken in hand to hand combat,
it will flee as normal. However, in the following turn it will rally
automatically, there is no need to make a Ld test. Peasants are less prone
to panic than a normal army because they know that whatever will happen
their masters will recall them from death to reward or punish. Because the
constant presence of Undead in their lands, peasants can ignore any effects
of fear caused by Undead and count terror as fear (it's of course important
only in situations when they are facing an another Undead army).
Magic items: Peasant champions may have one magic item, peasant heroes up to
2 magic items.
Models: You can use the Bretonnian peasants models to represent your
sylvanian peasants. Just remember that Syvania isn't a rich kingdom, so the
levies shouldn't wear colourful clothes. A combination of grey, brown, dark
green and dark blue should give a good effect.
Created by Piotr Moskal

Tomb Guards
After the death of a king, his bodyguards were burried alive alongside with
him in his pyramid. After Nagash's incantation of the Great Spell of
Awakening they stood up once more and began to serve their Undead masters.
Everytime a tomb king goes to war, he is accompanied by a host of his most
loyal servants -- the tomb guards.
Profile | M | WS | BS | S | T | W | I | A | Ld | Cost |
Tomb Guards | 4 | 3 | 2 | 3 | 3 | 1 | 2 | 1 | 7 | 14 |
Tomb Guard Sergeant | 4 | 4 | 3 | 4 | 4 | 2 | 4 | 2 | 10 | 60 |
Equipment: Tomb guards are equiped with halberds, shields and heavy armour.
Save: 4+
Options: Any regiment may carry a magic standard.
Special rules: Tomb guards cause fear and are immune to psychology. If
beaten in combat they suffer additional casulaties. Unlike ordinary
skeletons, 1 guard is destroyed for every 2 points by which they have lost
the combat.
Champions: A tomb guard sergeant is something between a champion and a hero.
He must be included in a regiment, a follows all the rules for champions but
his characteristics are a bit better. A sergeant can take one magic item.
Models: The best and ideal models can be found in an add-on to Warhammer
Quest. It is a box containing a crypt, a lich king and three skeleton guards
with halberds. Unfortunately, if you would like to complete a whole regiment
of guards using that models, you'd have to pay a crazy amount of money (at
least 5 boxes to make a regiment of 15 tomb guards). It hurts...You can also
use the plastic skeletons with spears, transform spears into halberds using
parts of axes and add an armour (from skeleton horsemen or chariot). It's a
cheaper method, but the regiment doesn't look as impressive as with the WQ
models.
Created by Piotr Moskal

Werewolves
Although rare, there are humans capable of changing there form into a creature that is part human and part wolf. The change most often takes place when the individual is angry or is threatened. Werewolves often lead a fairly normal childhood but when they reach their teenage years they begin to shape shift and become outcasts. Over time they come to hate the humans that made them outcasts and the witch hunters that track them. Many are drawn to Sylvania where they find Vampires and Necromancers who offer them protection for they themselves are outcasts.
Profile | M | WS | BS | S | T | W | I | A | Ld | Cost |
Werewolf | 5 | 3 | 0 | 4 | 4 | 1 | 5 | 1 | 7 | 15 |
Werewolf Champion | 5 | 4 | 0 | 5 | 4 | 1 | 6 | 2 | 7 | 90 |
Weapons/Armour: Werewolves prefer to fight with their claws and teeth although some carry hand weapons.
Option: Any regiment may carry a magic standard.
Special Rules:
- Frenzy: Werewolves are subject to frenzy.
- Move in woods: Werewolves suffer no move penalty when moving through woods.
- Living unit: Werewolves are not affected by the special rule that limits undead units' ability to march. Werewolves are not destroyed if the general is killed but the must pass a leadership test. If they fail they must flee toward the nearest table edge. Note that unlike other units they may not rally and will not stop until off of the battle field.
- Leaders: Werewolves may only be lead by Necromancers, Vampires, and Werewolf champions.
Created by Jester

Animates
Animants..................................42 points per model
An Undead army may include regiments of Animants. They are undead and conform to all special rules pertaining to that condition
Profile
| M
| WS
| BS
| S
| T
| W
| I
| A
| Ld
|
Animant
| 6
| 2
| 0
| 5
| 5
| 3
| 2
| 2
| 6
|
Save
None
Weapons/Equipment
None. Animants may seize a boulder or tree-trunk to use as a club, but failing this their immense fists will suffice
Psychology
Animants cause fear. Additionally, they are immune to all psychology tests
Confusion
Animants which fail a Break test do not rout; instead, they suffer effects identical to a failed Stupidity check until the end of the next hand-to-hand combat phase (when hard beset, these lumbering, near-mindless creations may become baffled, flailing and lurching about in an uncoordinated fashion)
Models
Use a 40mm large creature base. Various manufacturers produce "Flesh Golem", "Giant Zombie" or "Frankenstein's Monster" figures that will serve admirably
Created by :BONEMASTER

Stalkers
0-1 Stalkers..............................12 points per model
You may include a single skirmish unit of Stalkers among your Undead regiments. Stalkers are living creatures, unaffected by special rules that pertain only to Undead models
Profile
| M
| WS
| BS
| S
| T
| W
| I
| A
| Ld
|
Stalker
| 4
| 3
| 3
| 3
| 3
| 1
| 3
| 1
| 7
|
Equipment
One large heavy cleaver, poker, fencepost or miscellaneous fearsome object, wielded savagely in both hands (rules for 2-handed weapons apply)
Save
None
Options
None
Special Rules
Immune to psychology
Stalkers are immune to Fear, Terror and Panic tests
Infiltration
Stalkers may be placed after all other units are deployed. They may set up anywhere which is out of LOS to the enemy, and outside the enemy's deployment zone
Relentless Killers
The mad-eyed Stalkers are possessed by a terrible killing-craze; even after suffering terrible injuries they lurch forward to deal a final death-blow. Remove dead models only at the end of the current phase; this allows eliminated models to attack in HtH if they were killed by opponents who struck first
Models
Use "peasant" or "townsfolk" models, and paint them with staring eyes and lots of blood on their tools and clothing.
Created by : BONE MASTER

Skeletal Giant
Skeletal Giant..................170 points per model
Skeletal Giants are Undead monsters and may only be included in an Undead army.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Skeletal Giant |
6 |
2 |
0 |
7 |
7 |
6 |
2 |
6 |
6 |
Equipment:
Tree trunk, large rock, large bone, or other hand weapon.
Save:
None.
Options:
None.
Special Rules
Combat Results:
If a Skeletal Giant is beaten in combat, fails its Break test and is forced to flee then it is immediatly destroyed. The magical hold that its master has over it is broken and it crumbles back into a lifeless pile of bones.
Immune to Psychology:
Skeletal Giants are not affected by psychology themselves. They are immune to fear, terror, panic, and all other psychology tests.
Terror:
Skeletal Giants are supernatural evil creatures of great power. They cause terror as described in the Warhammer rulebook.
Models:
Use a 40mm large creature base. Various manufacturers produce "Skeletal Giant",
"Undead Giant Cyclops" or "Death Giant" figures that will serve admirably.
Created by:BONEMASTER