|
CC |
MW |
PW |
LD |
AC |
W |
ST |
MV |
A |
Def |
S |
Cost |
|
|
11 |
8 |
- |
11 |
2 |
1 |
0 |
4 |
21 |
-1 |
1 |
20 |
Pup |
Weapons: Armed with
claws [CR=CC, Dam=10]
Special
Abilities: Group Attack, Immune to Fear and Panic, Immune to fire based
attacks
Structure: Warband
(4-8) models, either Pups or One Horns
|
CC |
MW |
PW |
LD |
AC |
W |
ST |
MV |
A |
Def |
S |
Cost |
|
|
13 |
8 |
- |
12 |
2 |
1 |
1 |
4 |
22 |
-1 |
1 |
36 |
One Horn |
Weapons: Armed with Massive
claws [CR=CC, Dam=13], and a horn [CR=CC, Dam=8x2]. Either weapon can be used, but not both in the same action.
Special
Abilities: Group Attack, Immune to Fear and Panic, Immune to fire based
attacks
Structure: Warband
(4-8) models, either Pups or One Horns
|
CC |
MW |
PW |
LD |
AC |
W |
ST |
MV |
A |
Def |
S |
Cost |
|
|
15 |
13 |
- |
13 |
3 |
2 |
2 |
4 |
24 |
-2 |
2 |
70 |
Mamma |
Weapons: Armed with
Massive claws [CR=CC, Dam=13]. The
Mamma can hurl boulders [CR=8, MX=14, RM= -3, Dam =11].
Special
Abilities: Feint, Immune to Fear and Panic, Immune to fire based attacks
Structure: Individual
|
CC |
MW |
PW |
LD |
AC |
W |
ST |
MV |
A |
Def |
S |
Cost |
|
|
16 |
13 |
- |
14 |
3 |
2 |
3 |
3 |
25 |
-3 |
2 |
85 |
Bull |
Weapons: Armed with
Massive claws [CR=CC, Dam=13]. The Bull
can hurl boulders [CR=8, MX=14, RM= -3, Dam =11].
Special
Abilities: Feint, Immune to Fear and Panic, Immune to fire based attacks
Structure: Individual
Monsters in ruins all start
out in hiding and are represented by a marker.
When and model comes or passes within 6” of a marker, then the marker is
turned over and may be activated anytime after that by the controlling
player. Monsters coming out of hiding
must spend the first action to manifest themselves. When manifesting them, a random monster from the list below is
chosen. Once chosen, the same monster
may not be chosen again in the same game.
The Monster is then placed on or as close to the marker as
possible. If there is more than one
monster, then the remaining monsters must all be within 3” of the marker.
|
CC |
MW |
PW |
LD |
AC |
W |
ST |
MV |
A |
Def |
S |
Cost |
|
|
16 |
10 |
- |
13 |
3 |
3 |
4 |
3 |
23 |
-2 |
3 |
90 |
Minotaur |
Weapons: Armed with
2 giant stone axes [CR=CC, Dam=10x2]
Special
Abilities: Secondary Attack, Immune to Fear and Panic, Causes Fear, Ram
Attack Dam 12
Structure: Individual
|
CC |
MW |
PW |
LD |
AC |
W |
ST |
MV |
A |
Def |
S |
Cost |
|
|
15 |
13 |
- |
13 |
3 |
3 |
3 |
3 |
23 |
-2 |
2 |
90 |
Cyclops Ogre |
Weapons: Armed with
claws [CR=CC, Dam=11] and Horn [CR=CC, Dam=14]. The Cyclops Ogre can hurl stones [CR=10, MX=16, RM= -3, Dam =11].
Special
Abilities: Secondary Attack, Immune to Fear and Panic, Causes Fear,
Immune to fire based attacks
Structure: Individual
|
CC |
MW |
PW |
LD |
AC |
W |
ST |
MV |
A |
Def |
S |
Cost |
|
|
14 |
10 |
- |
14 |
3 |
3 |
3 |
2/4 |
23 |
-2 |
3 |
90 |
Graveyard Dragon |
Weapons: Armed with
razor claws [CR=CC, Dam=8x2] and Heavy Stone Club [CR=CC, Dam=14]
Special
Abilities: Secondary Attack, Immune to Fear and Panic, Causes Fear,
Missile Immunity of 10. Once per turn the Death Dragon can spew forth a cloud
of putrid gore. Use the Fame Template
from The Dwarven Labyrinth, any model touched takes a damage 9 hit and is
incapacitated. Incapacitated models may
not move or do anything until they spend one action to recover. If they find they are in base-to-base
contact with an enemy model they may fight but their CC is halved (rounded
down).
Structure: Individual
|
CC |
MW |
PW |
LD |
AC |
W |
ST |
MV |
A |
Def |
S |
Cost |
|
|
13 |
10 |
- |
12 |
2 |
1 |
1 |
3/6 |
21 |
-1 |
1 |
30 |
Goblin
Imp |
Weapons: Armed
with claws [CR=CC, Dam=8], two attacks per action at no penalty
Special Abilities: Immune
to Fear, Flying Ram Attack Dam 12, may drop two height bands for free.
Structure: Warband,
3 models
|
CC |
MW |
PW |
LD |
AC |
W |
ST |
MV |
A |
Def |
S |
Cost |
|
|
14 |
10 |
- |
15 |
3 |
3 |
2 |
3 |
23 |
-4 |
3 |
90 |
Tomb
Naga |
Weapons: Armed with
two Jagged Claw swords [CR=CC, Dam=10] and a Jagged Tomb Spear [CR=CC, Dam=14]
Special Abilities: Secondary Attack, Immune
to Fear and Panic, Causes Fear. Both
Claw swords can be used as the primary weapon, or the Tomb Spear can be used as
the primary weapon. The Tomb Naga gets
a total of three attacks per action.
Structure: Individual
|
CC |
MW |
PW |
LD |
AC |
W |
ST |
MV |
A |
Def |
S |
Cost |
|
|
12 |
10 |
- |
11 |
2 |
2 |
1 |
2 |
18 |
0 |
1 |
30 |
Zombie |
Weapons: Armed
with miscellaneous rusty weapon [CR=CC, Dam=8]
Special Abilities: Immune
to Fear and Panic, Missile Immunity of 15, Regeneration.
Structure: Warband,
3 models
Models that have the special ability of regeneration are never truly taken off the battlefield until they have twice as many wounds than is normally required to kill them. For example, a Zombie that takes 2 wounds is not truly destroyed until it has taken 4 wounds. After a model takes the number of wounds given in its profile, then the model is placed on its side and treated as a prone model with an additional +2 to hit (on top of prone bonuses). At the start of every turn, models that can regenerate that have any wounds roll a d6, on a roll of 5+ they remove one wound and roll again. They can continue rolling and removing wounds until they fail to roll a 5+. If a model has less wounds on it than the number listed in it’s profile, then it may function normally. It takes one action to stand up if a model is on the ground.
Like the risen of the Devout, the undead of this sort can absorb missile fire without affecting them. However, because some sort of presence in fact inhabits these models, they are not completely immune. Instead of being “Immune to Missile weapons” then, they have differing levels of Missile immunity. The value of the missile immunity represents the number on a d20 that the target model must roll equal to or under to avoid suffering a hit from a missile weapon. This in effect gives the model two saves verses missile weapons. Devout Risen in effect have a missile immunity of 20. For missile weapons that can cause more than a single wound with a hit (x2, x3 weapons) a missile immunity roll is required for each possible wound (i.e. for a x2 weapons, two rolls must be made, one hit is scored for each failure).