Forces oF the Abyss

Forces of the Abyss
Molochs
Alignment: Evil
Army Special Rules
Unit Size
Large Infantry
Sp
Me
Ra
De
At
Ne Pts
Rage of the Abyss
Troop (3) 54+–4+12
12/14
120
Regiment (6)54+–4+24
15/17
200
Evil Incarnate
Special: Crushing Strength (1)
Options
•Banner (+15 pts)
•Musician (+10 pts)
In melee, when attacking any unit whose alignment is
Good, all units in this list count as Vicious.
All Abyssals are almost impervious to mundane weapons,
but vulnerable to magic. Unless differently specified in
their entry, all units in this army list have the Regeneration
special rule.
Lower Abyssals
Unit Size
Sp
Me
Ra
Infantry
De
At
Ne Pts
The largest of the Abyssal monstrosities – lumbering
hell-spawn the size of an Ogre. They fight individually
or band together in small units.
Harbingers of the Abyss
Troop (10) 54+–4+20
11/13
115
Regiment (20)
54+–4+20
14/16
150
Horde (40) 54+–4+40
21/23
285
Unit Size
Options
•Banner (+15 pts)
•Musician (+10 pts)
Special: Nimble
Options
•Banner (+15 pts)
•Musician (+10 pts)
Legions of lesser denizens of the Abyss are summoned
to the battlefield by the arcane, twisted magic of their
Fiend overlords. Nightmare creatures made of the purest
coalesced evil, they are not of this world – cut off one
of their arms, and they will continue to fight just as
ferociously; cut off their head, and another leering face
will appear on their chest…
Sp
Me
Ra
De
At
Troop (5)
10
Regiment (10) 10
4+
4+
–
–
4+
4+
15 11/13 90
25 14/16 160
Unit Size
Sp
Infantry
Me
Ra
De
At
Ne Pts
Troop (5) 104+–3+59/11
50
Regiment (10) 10 4+ – 3+ 10 10/12 90
Special: Fly
These lesser Abyssals of limited intelligence always
follow the Abyssal legions to battle, darkening the skies
like a sinister pall, ready to plunge on the wounded and
the stragglers with voracious appetite.
Ne Pts
Sometimes, lower Abyssals strike an unholy alliance
with a less intelligent form of Abyssal beast in order to
ride the hideous creature into combat. The two Abyssal
entities fuse completely, creating an altogether new, and
utterly freakish, abomination.
Behemots
Gargoyles*
Cavalry
Unit Size
Sp
Large Cavalry
Me
Ra
De
At
Ne Pts
Troop (3) 74+–4+12
14/16
150
Regiment (6)74+–4+24
17/19
285
Special: Crushing Strength (2)
Options
•Banner (+15 pts)
•Musician (+10 pts)
Much like two Lesser Abyssals can form a permanent
bond for mutual advantage, thus creating a Harbinger,
by the same process two Molochs to fuse their essences,
together with their physical bodies, to give birth to a
Behemot – a terrible beast whose power is much greater
than the sum of the two devils composing it.
Abyssal Fiend
Me
Monster
Unit Size
Sp
1
74+–5+7
19/21
325
Ra
De
At
Ne Pts
Special: Crushing Strength (3)
Options
•Can have wings, gaining Fly and increasing Speed to
10, but reducing Defence by to 4+, for +25 pts
•Can have Breath Attack (10), for +25pts
•Can have Zap! (5), for +25pts
•Can have Armour of the Abyss, increasing Defence by
1, for +50pts
•A single Abyssal Fiend in the army can be upgraded to
General of the Abyssal Host, gaining Inspiring, for +20pts
The most powerful lieutenants of the Lords of the
Abyss are the Fiends. Towering high above all other
combatants, just one of these colossal monsters is a
challenge for entire regiments of mortals.
Abyssal Champion
Me
Ra
Hero
Unit Size
Sp
De
At
Ne Pts
1
53+–4+3
12/14
60
Special: Crushing Strength (1), Individual, Inspiring
Options
•Can either have wings for +40 pts (gaining Fly
and increasing Speed to 10), or can be mounted
on an Abyssal beast for +20 pts (increasing Speed
to 7 and Attacks to 4, and losing Individual)
•Can have Breath Attack (10), for +25pts
•Can have Zap! (5), for +25pts
•Can have Armour of the Abyss, increasing
Defence by 1, for +25pts
An Abyssal Champion is a Lower Abyssal that has
distinguished itself in battle under the watchful eyes of
the Fiends (or, rarely, of the Lords of the Abyss themselves).
Rewarded with powers far above his comrades, the
creature has now become a leader amongst them: an
example to follow and an instrument of the Will of Evil.
The Unnamable [1]
Me
Ra
De
Hero
Unit Size
Sp
At
Ne Pts
1
103+–5+
2D6*
15/17
200
Special: Crushing Strength (2), Inspiring, Fly, Breath
Weapon (10), Zap! (5)
*Roll for the number of Attacks every time you resolve
a melee.
If we said more about this most heinous of entities, we
would risk madness… or a fate much worse than that if
per chance we happened to attract its attention.