Chronicles 2003
Heinrich Kemmler
Heinrich Kemmler can be taken as a Lord choice, but he will use up
one of your Hero choices as well. Taking Kemmler counts as taking a Lord and
a Hero. He must be fielded exactly as presented here and no extra equipment
or magic items can be bought for him. If your army is led by Kemmler, it may
also include Krell if you wish.
Heinrich
Kemmler was once a powerful and much feared Necromancer, until ambitious rivals
began to usurp his power. They nearly succeeded in driving the Lichemaster to
his death, and although he finally managed to beat off his attackers, his body
was broken and his mind blasted in the battle.
For
many years Heinrich wandered the Grey Mountains and the Border Princes as little
better than a half sane beggar, until by some quirk of fate he stumbled on the
tomb of Krell, the long dead
Chaos warrior. Here he struck a terrible pact with the gods of Chaos. They restored
him to his former power and in return Heinrich swore to slay and destroy in
their name. Now once again the name of the Lichemaster strikes terror into the
hearts of ordinary folk and tales of his foul deeds are whispered when retold
throughout the Old World.
Heinrich stands a little under six feet tall and has long,
filthy white hair. Beneath his robes, his body is covered with scars, cuts and
abrasions from his years of madness. He is shrouded in a large dark cloak that
swirls and twitches with a life of its own. He carries the mighty wizard's staff
he made, a potent magical item which is topped with a skull that chatters and
gibbers constantly...
Heinrich Kemmler, The Lichemaster
M | WS | BS | S | T | W | I | A | Ld | |
Heinrich Kemmler | 4 | 3 | 3 | 3 | 4 | 4 | 3 | 1 | 9 |
Weapons: Sword
Armour: None
Mount: None
Spells: Kemmler is a level 4 Necromancer and always uses Necromantic spells.
Special Rules
Master of Necromancy:
As long as he has enough Power dice, Kemmler can cast any one of the spells he knows, even one that he has already cast in the same Magic phase.
Magic Items
This most powerful Necromantic tool
At the beginning of the bearer's Magic phase, the enemy must reveal all magic items carried by each of his models within 12" of the bearer.
Staff of the Lichemaster adds one dice to both the Power dice and Dispel dice pool of the bearer.
The Staff's owner knows one more spell than he is normally allowed, this does not increase his magic level
The Staff allows the bearer to save one unused Power dice or Dispel dice at the end of any Magic phase and store it, to add it to his side's pool in the next Magic phase
Cloak of Mist and Shadows:
This item can be used only by models on foot. The wearer is Ethereal for the entire game. He may cast spells in this form, but cannot use missile weapons nor strike blows in close combat, except against other Ethereal Creatures
Power Stone (One use only)
Arcane; +2 dice to cast a spell
Krell, Dark Lord of Nagash
Krell
was a mighty Chaos champion long before the birth of the Empire. At this time
there were only a few scattered tribes of men who were nothing more than barbarians
with few skills and little learning. Krell was the ruler of one such tribe that
was corrupted by the Chaos god, Khorne. Krell quickly carved out an empire amongst
the barbarian tribes of the north and then turned against the Dwarfs to the
south. This was during the period the Dwarfs call the Time of Woes, when their
empire had been riven by earthquakes and volcanic explosions, then assaulted
by massed tribes of Orcs, Goblins, Skaven and other evil creatures. Krell allied
with the Night Goblins who stormed the Dwarf Strongholds of Karak Ungor and
Karak Varn and his name is recorded many times in the Great Book of Grudges.
He was finally slain by the Dwarf Hero Grimbul Ironhelm during the assault on
Karak Kadrin.
Krell's followers carried away his body and buried it in
a crudely wrought tomb on the edge of the area now known as the Chaos Wastes.
Nearly 1,500 years later Nagash came upon this tomb whilst he was searching
for his lost Crown of Sorcery. Nagash had heard much of Krell and his brief
but bloody reign, so he raised the mighty warrior from the dead. Krell was placed
in command of one of Nagash's Undead legions when he fought against Sigmar at
the Battle of the River Reik.
Krell's forces were to attack the Empire's Dwarf allies,
giving him the chance to avenge his defeat centuries before. Leading his legion
from the front, Krell smashed into the Dwarfs. The battle raged furiously, the
Dwarfs stubbornly refusing to give ground against the seemingly endless ranks
of Undead troops. But just as it seemed that the Dwarf line was crumbling, Sigmar
cut down Nagash. In moments, the Undead army was all but destroyed, as units
turned to dust without Nagash's will to keep them alive. Only Krell survived
and at the head of his troops, he was only just able to battle his way through
the Dwarf lines and escape.
Sigmar's
forces were exhausted by the battle and did not pursue him immediately. This
proved to be a mistake, for such human frailties did not worry Krell or his
Undead followers. Marching night and day Krell led his remaining troops on a
dance of destruction that cut a bloody swathe across the fledgling Empire. Entire
communities were destroyed, towns sacked and castles burned to the ground, while
the cities of the Empire filled with refugees fleeing from Krell's army. He
was finally cornered by Sigmar and defeated at the Battle of Glacier Lake, and
imprisoned in a magically constructed tomb. To this day, tales of Krell and
his doomed legion are still told round campfires and taverns across the Empire.
Hundreds of years later Heinrich
Kemmler came across Krell's tomb. He struck a deal with the warrior and
freed him to do his bidding, or so he thought. In fact, Kemmler's wanderings
in the mountains had been subtly guided by Nagash as part of a cunning and evil
plan that would free Krell and unite him with the Lichemaster, so that he could
unleash these two powerful Undead champions against Bretonnia. Nagash's plans
suffered a minor setback following the heavy casualties the combined forces
suffered at the Battle of La Maisontaal Abbey, but in time they are sure to
bear rich and terrible fruit.
Krell, Dark Lord of Nagash
M | WS | BS | S | T | W | I | A | Ld | |
Krell | 4 | 5 | 3 | 4 | 4 | 3 | 4 | 4 | 10 |
Weapons: Black Axe of Krell
Armour: Chaos Armour (4+ Armour Save)
Mount: None
Special Rules
In Krell's hands his dreaded weapon reaches the pinnacle of its dark powers and delivers a Killing Blow (see Warhammer Rulebook, page 112) every time Krell rolls a 5+ on his rolls to wound.
Magic Items
The Black Axe of Krell is a Great Weapon and follows all the rules for normal Great Weapons. Also, any model which suffers 1 or more wounds from the Black Axe must roll a D6 at the start of both its own and its enemy's Magic phases for the rest of the game. On a roll of 1 or 2 it suffers a wound with no armor save allowed (a Ward save can be taken as normal).
Crown of the Damned:
4+ Ward save. The bearer is subject to stupidity (even if the model is normally Immune to Psychology).
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