The Undead Horde


Out of all the horror of the universe, the plague is one of the most terrifying. Distorting and corrupting all that are infected, turning them into shuffling husks of their former selves. Even worse are the unfortunate few who are corrupted even further, turned into brutal beasts of destruction.

Each infantry unit below gives you points cost and unit structure to field the “The Undead Horde" faction. To determine the points cost of A squad, add together the costs of individual troopers that will be in your unit (ensuring you follow the structure rules).

Zombies

Squad Size: 9 - 20 troops


Member Weapon Ra DM FE AP Notes Points
Zombie None 2" / 0" 0 0 0 2

Notes

Fearless: Ignores any Morale Tests caused by Terrifying units or psionic Terror.
Infect: When a figure is killed in Close Assault by a unit with this trait roll 1d6, on 5+ the figure is infected.
Zombie: Zombies are Relentless and Fanatics. Unless the scenario dictates otherwise, they may never Rush. Zombies also have poor vision, so they cannot Shoot beyond close range, and all fire suffers a -2 penalty.

Zombie Sprinters

Some people infected by the plague are twisted into fast moving preditors, capable of matching pace with most people, but with an unwavering stamina.

Squad Size: 5 - 20 troops


Member Weapon Ra DM FE AP Notes Points
Runner None 2" / 0" 0 0 0 3

Notes

Elusive: Once per turn, when an elusive unit is fired upon, they may fall back 4” before shooting is resolved. Measure range and calculate terrain benefits from their new location. If Line of Sight is lost, the shooting unit is free to select another target.
Fast: +2" base movement rate.
Fearless: Ignores any Morale Tests caused by Terrifying units or psionic Terror.
Infect: When a figure is killed in Close Assault by a unit with this trait roll 1d6, on 5+ the figure is infected.
Shock Troops: Shock Troops add +1 to all Close Assaults.
Zombie: Zombies are Relentless and Fanatics. Unless the scenario dictates otherwise, they may never Rush. Zombies also have poor vision, so they cannot Shoot beyond close range, and all fire suffers a -2 penalty.

Bloats

The swollen waddling zombies can absorb huge amounts of damage and can crush an opponent easily.

Squad Size: 3 - 9 troops


Member Weapon Ra DM FE AP Notes Points
Fatty None 3" / 0" 0 0 0 5

Notes

Assault Troops: +2 to all Close Assaults.
Infect: When a figure is killed in Close Assault by a unit with this trait roll 1d6, on 5+ the figure is infected.
Regenerate: Any figure with this trait will automatically heal their wound by remaining inactive during their next turn. They cannot Move in any way, nor can they Shoot or Close Assault. At the end of their dormant activation, they are fully healed.
Slow: Slow units suffer a penalty of -2” to their base movement rate.
Zombie: Zombies are Relentless and Fanatics. Unless the scenario dictates otherwise, they may never Rush. Zombies also have poor vision, so they cannot Shoot beyond close range, and all fire suffers a -2 penalty.

Gargantuan

These huge zombies wade across the battlefield leaving a path of destruction in their wake.


Weapon Ra DM FE AP Misc Points
None 4" / 0" 0 0 0 63

Notes

Personality: One "Personality" of your choice.
Aggressive: When an aggressive unit marked as Under Fire is activated, if it chooses to move it must be towards the enemy. Any Command Response limitations are ignored.
Assault Troops: +2 to all Close Assaults.
Fearless: Ignores any Morale Tests caused by Terrifying units or psionic Terror.
Frenzied: Each frenzied model receives 1 additional kill roll in assault combat. This is cumulative with any other additional rolls obtained.
Infect: When a figure is killed in Close Assault by a unit with this trait roll 1d6, on 5+ the figure is infected.
Resilient (3): Gain 3 wounds, each "wound" looses one point, each "kill" looses two
Tough: Squads that are Tough gain a +1 bonus to their Armour Rating.
Zombie: Zombies are Relentless and Fanatics. Unless the scenario dictates otherwise, they may never Rush. Zombies also have poor vision, so they cannot Shoot beyond close range, and all fire suffers a -2 penalty.

Total Points: 63

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