Sunday, June 15, 2025

41. Undead Warband

 



Undead Warband

 

The Undead are not a warband in search of glory or riches—they are instruments of a greater will, be it the dark ambitions of a Vampire Lord or the necromantic designs of a cabal of sorcerers. They do not bargain, they do not plead, and they feel neither fear nor pain. Each ghoul’s hunger, each zombie’s crawl, and each whisper from a shrouded necromancer are echoes of a singular, relentless purpose: to claim Albion in death’s name.

In Albion, the dead stir beneath the peat and stone. Some say it is the pull of old magic—deep and druidic, now turned sour. Others hear the whisper of something worse: a Lich-thing dreaming in a burial cairn, or ancient bones that remember the wars of the gods. Whatever the cause, the Undead rise—and they do not rise alone.

Where other warbands come to Albion seeking treasure, power, or truth, the Undead seek only to silence. Their campaign is not one of conquest, but of replacement. In time, all things rot—and they are simply here to help it along.

 

 

Why Play Undead?

 

Undead warbands excel at attrition, and battlefield control. Their numbers can swell with expendable units like Zombies and Ghouls, while powerful leaders such as Vampires dominate in melee. They lack good ranged options, so must rely on closing quickly and overwhelming the foe. Players who enjoy a grindy, relentless style of play with standout elite figures will find the Undead immensely satisfying.

 

 

Leadership Choices

 

Leadership is free in the warband. For one-off games, players can choose one leadership option per game. In a campaign, the selected leadership option remains fixed unless the leader(s) die(s), or the scenario allows a change.

 

Option 1: Vampire Lord and Acolyte - 75gc
Option 2: Necromancer and Acolyte - 75gc
Option 3: Necromancer and Captain – 50gc

 

Starting equipment is chosen from Arms and Armor List as normal. Vampire Lord/Necromancer/Captain have 5 slots available; Acolyte has 4 slots available. Vampire Lord/Necromancer/Acolyte may not wear any type of armor or carry shields as these interfere with spellcasting.

 

 

 

Vampire Lord (Wizard)

M

F

S

A

W

H

Notes

6

+2

+0

10

+4

14

Immune to Control Undead, Magic Attack, Mind Lock, Partial Immunity to Normal Damage, Thaumaturgic Vulnerability, True Sight, Undead

 
  • Immune to Control Undead - Any attempts to cast this spell on the Vampire automatically fails.
  • Magic Attack - Any attack made by this creature counts as a magic attack.
  • Mind Lock - This creature is Immune to Mind Control and Immune to Suggestion.
  • Partial Immunity to Normal Damage - Any time this figure suffers damage from a non-magical attack the damage is halved, rounding down.
  • Thaumaturgic Vulnerability - This creature suffers -1 to all Will Rolls when rolling to resist spells from the Prayers of Sigmar/Lore of Light College.
  • True Sight - Ignore any castings of Beauty or Invisibility when determining this creature’s actions. Furthermore, if this figure is ever in combat with an Illusionary Soldier, the Illusionary Soldier is immediately removed from the table.
  • Undead - This creature is immune to poison and never counts as wounded.
  • Vampire Spell School – Chooses 8 spells from Vampire School

 

 

Necromancer (Wizard)

M

F

S

A

W

H

Notes

6

+2

+0

10

+4

14

Necromancer Spell School

 

 

Acolyte (Apprentice)

M

F

S

A

W

H

Notes

6

+0

+0

10

+2

12

Acolyte, Necromancer Spell School

  •  Acolyte – If “Wizard” is a Necromancer, knows same 8 spells as Necromancer, casts at -2 penalty (per normal rules)
  •  Necromancer Spell School – If “Wizard” is a Vampire Lord, Chooses 4 spells from Necromancer School (Still casts at -2). Does not have access to Vampire School.

Captain

M

F

S

A

W

H

Notes

6

+2

+1

10

+3

12

Stat Increase

 

  • Stat Increase - When creating a captain, you may choose one of the following stat increases for them: +1 Move, +1 Fight, +1 Shoot, +1 Will, +2 Health. The captain’s stat line should be changed accordingly.

  

Warband

 
Warband Builder Reference

  • Max models – 12 (including leaders)
  • Max Gold – 250gc
  • Max Specialists – 4 (Including any hirelings)

 

Warband Traits

  • Gravebinding – Friendly Undead within 3” of a Necromancer gain +2 Will

  • Cairn-Bound - When a Zombie is killed, leave a marker at its location. Once per game, the Necromancer may cast “Raise Zombie” at that spot as a free action. The spell automatically succeeds. This may be done even if “Raise Zombie” is not one of their prepared spells.

 

Specialists

Min/Max

0-3

Ghoul

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+2

+0

10

+2

10

Undead

35gc

0-3

Dreg – Archer

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+2

+2

11

+0

10

Bow, Quiver, Dagger, Light armor

50gc

0-2

Dreg – Man-at-Arms

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+3

+0

12

+1

12

Hand Weapon, Shield, Light armor

50gc

0-3

 

 

Soldiers

Min/Max

0-10

Dire Wolf

M

F

S

A

W

H

Notes

Cost

Min/Max

8

+1

+0

10

-2

8

Animal

10gc

0-3

Zombie

M

F

S

A

W

H

Notes

Cost

Min/Max

4

+1

+0

12

0

6

Undead

Free

0-6

Dreg

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+2

+0

10

-1

10

Hand Weapon and Shield, or 2-Handed Weapon

Free

0-5

Dreg - Ranged

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+0

+0

10

0

10

Short Bow 

25

0-3

No comments:

Post a Comment