The dead do not rest easy in the Old World. Ghosts, shades and spectres of dead men return to haunt the land of the living. On certain nights these lost souls can be seen hovering above the places of their death, shimmering with unnatural light. Only very few know the secret rituals that can bind the spirits of the dead, but some Vampires and the most twisted of Necromancers hold that knowledge. They can summon these miserable creatures and unleash them upon their enemies. Spirits gather together into vast hosts when summoned, and advance on the field of battle, silent and incorporeal but no less frightening, because their touch is enough to freeze the hearts of mortals.
Unit Size: 1-5. Weapons & Armour: None. Swarm: Spirits gather into groups on the battlefield, so are modelled in multiples on a single 40x40mm base. This base is treated as if it were a single model with several Wounds and Attacks. A Spirit Host fights at full effect until it has taken 4 wounds, then it is removed. A Spirit Host cannot be joined by characters. Ethereal Creatures: Ethereal beings are insubstantial creatures which can move through solid objects. They therefore suffer no movement penalties for moving over difficult terrain or obstacles, or from other reductions to movement (such as the Anvil of Doom's Rune of Water or the Pit of Shades spell). They can move through buildings just as easily, but not through other units. They cannot, however, end their movement inside impassable terrain nor see through anything that would block the line of sight of normal units. Ethereal creatures block line of sight normally (the enemy cannot see through them). Because they are insubstantial, they can't be harmed in combat except by attacks from magical weapons, Daemons or other Ethereal creatures, though they can be affected by spells as normal. Ethereal creatures can still be beaten in close combat and suffer extra wounds as a consequence because combat results are not wholly dependent upon casualties. |