The Taboo

The Taboo are the necromatic and vudu members of the cult of verbode kennis, the lost scholar of Chaos. They use powerful spells and rituals to raise massive armies of zombies. They march to war for as many reasons as there are stars in the sky and almost all of the reasons are vile by anyone's standards.

Infantry

-dregs

Dregs are the basic cult members of verbode kennis. Often the downtrodden misfits on the outskirts of society, they will fight loyally for their lords.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
4”	4plus	4plus	3	3	1	1	3	3	100	20

Type:infantry

Equipment:sword,light armor

Upgrades:may take daggers(+1At) for 20pts, axes for 20pts, and/or shields for 20pts. May take banner for 10pts, warhorn for 5pts.

-zombies

Zombies are the basic creations of verbode kennis' servants. Slow, stupid, and undisciplined their only strength is numbers.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
3”	5plus	5plus	3	2	1	1	2	4	120	30

Type:infantry

Equipment:claws

rules:automatons

Upgrades:may take one of the following: elvish for 30pts, dwarvish for 30pts, or trolls for 30pts.

-skeletons

Skeletons are the more “advanced” versions of zombies. Retaining some of their former skills and weapons coupled with an ability to repair almost any wound makes them a formidable foe.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
4”	4plus	4plus	3	2	1	1	2	4	160	20

Type:infantry

Equipment:sword

rules:get back together(protection(5+))

upgrades:may take spears for 20pts, axes for 20pts, long bows for 40pts and/or shields for 20pts. May take banner for 10pts, warhorn for 5pts.

Elite core

-wild ones

Wild ones are those whom attempt to summon a familiar and fail. Completely twisted by the energies they have encountered they seek nothing more then a quick death in battle.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
5”	3plus	-	4	4	1	d6	6	6	260	10

Type:infantry

Equipment:claws

rules:THEIR BARKING MAD!,not 1 step, fear

-ghouls

Ghouls are humans whom have turned to practicing cannibalism or have “accidentally” resurrected themselves. As they always hunger for flesh they will often arrive at a battle field long before the actual battle has begun.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
4”	4plus	4plus	3	2	1	3	5	4	270	10

Type:infantry

Equipment:claws

rules:feed, terror

-Familiars

Familiars are the personal bodyguards/soldiers of verbode kennis. While they will never match a kost in one on one battle they are more then strong enough to kill almost any other foe.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
4”	3plus	4plus	5	3	1	2	2	4	220	10

Type:infantry

Equipment:great sword

rules:automatons, protection(5+)

Warmachines

-war engine

A war engine is simply a term used to describe any and all war machines made by the followers of Verbode Kennis. Capable of horrific(if unpredictable) damage War engines are a hard device to plan for.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
2”	-	-	-	4	2	-	-	-	50	1

Type:warmachine

equipment:war engine

crew:3 human cultist

rules:warmachine, cohort

upgrades:may be given the ghost crew spc. rule for 20pts.

-ghost ship

A ghost ship is any ship that the Taboo happen to come across. While the title of them isn't always true few people wish to stick around to see if it is.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
4”	4plus	4plus	4	4	2	2	3	4	70	1

Type:ship

crew:5 dredges

rules:ship, transport, fear

upgrades:may be given the ghost crew spc. rule for 30pts.

Leaders

-Keren the exhaulted

Keren the exhaulted is the most powerful sorceress in the world. The only person ever to have completed the 5 rituals she is the undisputed champion of Verbode Kennis.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
4”	3plus	3plus	5	5	5	5	5	8	155	1

Type:infantry

Equipment:dagger, pendant of Verbode Kennis

rules:caster(5), protection(2+, unique

-Warlock

A warlock is a leader of the familiars. Loyal and cunning, they are a dangerous foe to face.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
5”	2plus	4plus	5	4	2	3	5	5	100	1

Type:infantry

Equipment:great sword, light armor

rules:protection(5+), inspiring, not 1 step, caster(blast)

-Necromancer

A necromancer is the leader of a Taboo army. Capable of raising large armies of the dead, it is a brave fool who faces them.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
4”	3plus	3plus	3	2	2	2	4	5	75	1

Type:infantry

Equipment:sword

rules:protection(5+), caster(drain, rise)

upgrades:May take a mace for 5pts. May be given the army banner for 25pts. One out of every three necromancers may be given a crystal throne for 40pts.

-Bokor

A bokor is a performer of tubu. While not as skilled as a necromancer they are deadly when numbers are on their side.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
4”	3plus	4plus	3	3	2	2	5	5	60	1

Type:infantry

Equipment:dagger,light armor

rules:seance,protection(5+)

upgrades:May take a mace for 5pts. May be given the army banner for 25pts. One out of every three Bokor may be given a crystal throne for 40pts.

Taboo magic and equipment

These are objects and rules which are unique to the Taboo.

-Ranged

name	range	p	rules
War engine	24”	D6	War engine , D3 shots, D3 hits

-Rules

name	effect
THEIR BARKING MAD	The model has D6 attacks.
Feed	The unit can be placed anywhere on the field so long as it is at least 8”from enemy models.
Seance	Any model attempting to cast a spell within 2”(plus2” for every model with the seance spc. rule) may add one to any attempt to cast a spell(Plus one for every model within 2” with the seance spc. rule, max plus 3)
War engine	At the beginning of each turn roll a D6 to determine P.

-Weapons and other

name	rules
Ghost crew	protection(2+)
Crystal throne	Increase movement to 5”, +1Ar, caster(zap), protection(2+), change type to monster.
Pendant of Verbode Kennis	Plus 2P, plus 3Ar, plus 3L, and plus 3At

-Magic

name	range	effect	roll
5	25”	Target unit suffers 5D6 P5 hits	5plus
rise	12”	Choose one of the following: Create D6 zombies create D3 skeletons These may be added on to an existing unit of the same type or used to from a new unit.	4plus