RED ELF
BLACK KNIGHTS

Wights are long dead heroes who are tied to the land of the living by magic. In ages past, the men of the Old World buried their dead beneath mounds of earth and stone, together with their battle gear and worldly wealth. Although their bodies have decayed, Wights are held together by evil magic so strong that it can last for many centuries. They wear ancient armour of bronze and black iron, corroded by time and dusty with the years. They carry iron weapons inlaid with evil runes, an accursed parody of once powerful magical blades. Some Vampires rule over entire regiments of Wights, warriors who dared challenge them in life and now serve them in death. Their ranks are often joined by one of the kings of old, returned from his tomb to lead them as a Wight Lord.

Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Black Knight
4
3
3
4
4
1
3
1
8
23
Hell Knight
4
3
3
4
4
1
3
2
8
+16
Nightmare
8
2
0
3
3
1
2
1
5
n/a

Unit Size: 5-20.

Weapons & Armour: Hand weapon, lance, heavy armour, shield.

Mounts: Nightmares.

Options:

  • Any unit may be equipped with barding (+2 pts/model).
  • Upgrade one Knight into a Musician for +8 pts.
  • Upgrade one Knight into a Standard Bearer for +16 pts.
  • Promote one Knight to a Hell Knight for +16 pts.
  • A Standard Bearer may carry a Magic Standard worth up to 50 pts.

Wight Blades: Wights are armed with evilly enchanted weapons. Any normal weapon carried by a Wight counts as a magic weapon (but all the normal rules for that weapon still apply). The weapon also has the Killing Blow special rule (see page 112 of the Warhammer rulebook).