Heinrich Kemmler and Krell

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
Points: 450
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

Staff of the Lichemaster:
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

If your army is led by Heinrich Kemmler, it may include Krell, one of the dreaded dark lords of Nagash. Krell can be taken as a Hero choice. He must be fielded exactly as presented here and no extra equipment or magic items can be bought for him.

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
Points: 215
Weapons: Black Axe of Krell
Armour: Chaos Armour (4+ Armour Save)
Mount: None

Special Rules

King of Wights:
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

Black Axe of Krell:

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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