Neur Bloodseekers
Units
Neur Duskguard
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
5" | +2/0 | 4 | 4 | 2 | 1 | 4+ | 8 |
Battlefield Role: Mainline Unit Size: 10
Keywords: Neur, Vampire, Infantry
Model: Duskguard
Neur Duskbreaker
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
5" | +2/0 | 4 | 4 | 2 | 1 | 4+ | 8 |
Special Rules: Cleaving Blow.
Battlefield Role: Mainline Unit Size: 10
Keywords: Neur, Vampire, Infantry
Model: Duskbreaker
Neur Backstabber
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
6" | +2/0 | 4 | 4 | 3 | 1 | 4+ | 8 |
Special Rules: Stealth.
Battlefield Role: Scout Unit Size: 10
Keywords: Neur, Vampire, Infantry
Model: Backstabber
Neur Duskwarden
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
5" | 0/+2 | 4 | 4 | 1 | 1 | 4+ | 8 |
Special Rules: Fast Shot.
Battlefield Role: Ranged Unit Size: 10
Keywords: Neur, Vampire, Infantry
Model: Duskwarden
Neur Sentinel
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
5" | +2/0 | 4 | 4 | 3 | 3 | 4+ | 8 |
Battlefield Role: Elite Unit Size: 5
Keywords: Neur, Vampire, Infantry
Model: Sentinel
Neur Bloodchanter
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
5" | +1/0 | 4 | 4 | 1 | 3 | 4+ | 8 |
Special Rules: Magic Initiate, Chanter.
Battlefield Role: Special Unit Size: 10
Keywords: Neur, Vampire, Infantry
Model: Bloodchanter
Neur Harvester
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
5" | +2/0 | 5 | 5 | 4 | 3 | 4+ | 8 |
Special Rules: Terrifying.
Battlefield Role: Special Unit Size: 3
Keywords: Neur, Vampire, Infantry
Model: Harvester
Leaders
Neur Bloodsmith
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
5" | +1/0 | 4 | 4 | 2 | 5 | 4+ | 8 |
Special Rules: Magic Adept, Loremaster.
Battlefield Role: Leader Unit Size: 1
Keywords: Neur, Vampire, Infantry, Hero
Model: Bloodsmith
Neur Bloodpriest
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
5" | +1/0 | 4 | 4 | 2 | 5 | 4+ | 8 |
Special Rules: Magic Initiate, Loremaster.
Battlefield Role: Leader Unit Size: 1
Keywords: Neur, Vampire, Infantry, Hero
Model: Bloodpriest
Neur Foecrusher
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
5" | +2/0 | 4 | 4 | 4 | 6 | 4+ | 8 |
Special Rules: Duellist, Flurry of Blows.
Battlefield Role: Leader Unit Size: 1
Keywords: Neur, Vampire, Infantry, Hero
Model: Foecrusher
Neur Corpsemaker
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
5" | +3/0 | 5 | 5 | 6 | 6 | 4+ | 8 |
Special Rules: Cleaving Blow, Terrifying.
Battlefield Role: Leader Unit Size: 1
Keywords: Neur, Vampire, Infantry, Hero
Model: Corpsemaker
Neur Doombringer
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
5" | +2/0 | 4 | 4 | 6 | 6 | 4+ | 8 |
Special Rules: Inspirational, Magic Adept, Warlord.
Battlefield Role: Leader Unit Size: 1
Keywords: Neur, Vampire, Infantry, Hero
Model: Doombringer
Wargear
Melee Weapons
Bloodaxe
To Hit | Strength mod | Rend | Damage | Special rules |
6+ | +2 | -1 | 2 | - |
Bloodmaul
To Hit | Strength mod | Rend | Damage | Special rules |
6+ | +2 | 0 | 2 | Reaping, Bloodsap |
Dagger
To Hit | Strength mod | Rend | Damage | Special rules |
5+ | 0 | 0 | 1 | Light weapon |
Doubleblade Sword
To Hit | Strength mod | Rend | Damage | Special rules |
5+ | +2 | -1 | 1 | Reach |
Magic staff
To Hit | Strength mod | Rend | Damage | Special rules |
5+ | 0 | 0 | 1 |
Maul
To Hit | Strength mod | Rend | Damage | Special rules |
6+ | +2 | 0 | 2 | - |
Scythe
To Hit | Strength mod | Rend | Damage | Special rules |
5+ | +1 | -1 | 1 | Reach, Reaping, Large Weapon |
Shortsword
To Hit | Strength mod | Rend | Damage | Special rules |
5+ | 0 | 0 | 1 | Light weapon |
Warhammer
To Hit | Strength mod | Rend | Damage | Special rules |
6+ | +2 | 0 | 1 | - |
Ranged Weapons
Hunting bow
Range | Attacks | To Hit | Strength | Rend | Damage | Special rules |
24" | 1 | 5+ | 4 | 0 | 1 | - |
Wargear
Bloodstave: This unit gains +2 to casting rolls if it chooses the Lore of Blood.
Sanguine Tome: This unit always knows the Lore of Blood Initiate Spell in addition to any others it knows.
Shield: Models equipped with a shield may re-roll saves of 1.
-Heavy Shield: Models equipped with a heavy shield may re-roll all failed saves.
Special Rules
Bloodsap: If a Hero suffers any wounds from attacks made with a weapon with Bloodsap, then it must subtract 1 from it's toughness characteristic until the end of the turn.
Cleaving Blow: This model may suffer -1 attack to gain +2 Rend on any melee weapon it attacks with during the combat phase. If any model in a unit does this then all of them must. Note that models with only 1 attack may not do this.
Chanter: At the start of the magic phase, a unit with chanter may elect to not attempt to cast any spells, in which case friendly units within 6" of that unit gain +2 to casting rolls.
Duellist: This model may treat any weapon that does not have Large Weapon as a Light Weapon.
Fast Shot: If this model doesn't move, it may triple the number of ranged attacks it makes with a weapon in the shooting phase.
Flurry of Blows: For each hit roll of a 6 or more, this model may make an extra attack with the same weapon. This attack can result in more attacks through this rule.
Inspirational: Whilst a model with this rule is on the battlefield, any friendly unit may re-roll any failed bravery tests.
Large Weapon: A unit may not benefit from a Shield of any type whist it is equipped with a large weapon.
Light Weapon: A model equipped with two light weapons may double their attacks when attacking with one.
Loremaster: This unit may attempt to cast a second spell in each magic phase. This attempt suffers a -2 penalty to the casting roll, and may be the same spell as cast earlier in the phase.
Magic Adept: This unit may attempt to cast spells as described in the Magic Rules.
Magic Initiate: This unit may attempt to cast spells as described in the Magic Rules.
Reach: A weapon with reach is considered to have a range of 2".
Reaping: When a model attacks with a weapon with this ability may make one attack against each model within range rather than it's normal number of attacks.
Spellcapture: When a unit is hit by a weapon with this ability, if either the target or attacker cast a spell in their last magic phase then this weapon's damage characteristic becomes 3.
Stealth: This unit may not be targeted by a unit using a ranged weapon or an ability unless this unit is the closest enemy unit.
Terrifying: Enemy units within 3" of this model must take battleshock even if they have suffered no casualties. Enemy units that have suffered casualties suffer -1 leadership.
Warlord: This unit must be your General. Your army may only ever include a single Warlord.
Army Abilities
A Neur Bloodseekers army has access to the following army ability. They may also select one of the Paths in the table below and gains the benefit listed in that Path's column. They may also select an item of wargear, your general gains the benefit listed.Neur Bloodseekers Army Ability
Each time a model is slain by a unit with this ability, then the unit closet to the slain model may heal a wound it has suffered. If the closes unit has a wounds characteristic of 1, then it may return one slain model instead. If two or more units are equally close, then you may choose which benefits.
Neur Paths
Path of Night | Path of Blood |
---|---|
At the beginning of each of your turns, you gain one Path counter. Immediatley after this, for each Path counter you have, you may give one friendly unit Stealth. | Each time your army destroys an enemy unit, you gain a Path counter. At the end of each combat phase, you may discard any number of Path counters you have. For each Path counter you discard, you may select a friendly unit, that unit may attack again. No unit may be selected to attack again more than once. |
Neur Wargear
Name | Ability |
---|---|
Spiked Crown | Each time your army gains a Path counter, roll a dice. On a 5+ you gain an additional Path counter. |
Regeneration Gem | At the start of your turn this model may heal up to two wounds it has suffered. |
Cursed Blade | This model's melee weapons gain Spellcapture. |
Barbed Hook | Each time an enemy model within 1" tries to move away from this model, roll a dice. On a 4+ that model my not end it's movement any further away from this mode. |
Blood Rune | Each time this model is chosen to fight, you may choose to for this model to re-roll failed wound rolls for the phase. If you choose to do so, a friendly unit within 3" suffers a mortal wound. |
Formless mask | This model gains Terrifying. |
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