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.
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