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====Heroes==== {| class=wikitable ! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Krell:''' || 190 || 4 || 5 || 3 || 4 || 4 || 3 || 4 || 4 || 6 || 4+/4++ |} *Like Kemmler, Krell is compulsory and how much you like him will depend almost entirely on how well you do with Stupidity tests, as Krell unfortunately has that rule and Kemmler's only Ld9. Still, Krell's more of a melee powerhouse in this edition than he is in later iterations and no matter who you point him towards, so long as it isn't a monster he's practically guaranteed to fuck shit up. He has the following profile and magic items/rules: *'''Unit Size''': Just Krell. *'''Black Axe of Krell''': Way better in this edition than it was in later editions, the Black Axe of Krell is a Great Weapon that aside from the usual rules, also causes whoever it Wounds to roll a dice at the start of each player's magic phases. On a 1-2, the model suffers an additional Wound that ignores Armour saves, and this effect lasts for the rest of the game. Even if Krell is killed, this ability is likely to finish off whoever killed him. *'''Crown of the Damned''': Krell has a 4+ Ward save and suffers from Stupidity. In addition the crown has fused to Krell and the two have become one entity, in practice this means the item is indestructible, in effect meaning it cannot be destroyed by spells such as Vaul's unmaking. *'''Chaos Armour:''' Krell was a former Chaos champion after all, so naturally he has Chaos Armour. Given how he's armed though it's more of a mulligan compared to stuff like his crown. :''In addition to his fancy hat and axe, Krell has the following rules:'' *'''The King of Wights''': Krell's killing blow works on a 5+ instead of a 6+. If you use Eternal Vigour on Krell you're practically guaranteed 4 Wounds, about half of which benefit from Killing Blow. This in turn also means Krell's a close combat monster and a terrifying opponent against anyone who can be affected by Killing Blow. *'''Undead''': As described above. {| class=wikitable ! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Barrow King:''' || 100 || 4 || 4 || 3 || 4 || 4 || 2 || 4 || 3 || 9 || 5+ |- | '''Chariot:''' || - || - || - || - || 5 || 5 || 4 || - || - || - || 4+ |- | '''Skeletal Steed:''' || - || 8 || 2 || 2 || 3 || - || - || 2 || 1 || - || - |} *Yet another compulsory choice, so you might as well learn to love them. It's a Wight King that always comes mounted on a Chariot; Their statlines and points costs are pretty bad, but their chariots are quite good and the magic items they can take are fantastic, so their impact largely depends on how they're built and when you use them. Done properly they can very well surprise you with the destruction they can bring. *'''Unit Size''': One Barrow King on a Chariot pulled by two Skeletal Steeds. *'''Generic Equipment''': Hand Weapon, Heavy Armour and Great Weapon. *'''Options''': **Barrow Kings can choose Magic Items from the common lists or the Archeological Artefacts list of up to 50 points. :::It's rather a shame they can't choose shields aside from magic ones. With some editions this would provide them a massive armour boost against missile fire (in 7th for example, having a 4+ save on a 4+ Chariot would mean you had a 2+ Armour save against missile fire). :''In addition to the above equipment, Barrow Kings have the following special rules:'' *'''Magical Attacks''': Exactly what you think it means. *'''Killing Blow''': Same as above. **At the time this was actually a bit different than the regular book, because back then Wight Kings gained both of their abilities from the weapons they used, and as such they could be taken away by spells like Vaul's Unmaking. Since these are special rules they are exempt to such tactics, and in one case Killing Blow can cause a ridiculous chain reaction of deaths thanks to a certain sword (think beheading lightning). *'''Undead''': As described above. {| class=wikitable ! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Shadow Druid:''' || 70 || 4 || 2 || 0 || 2 || 2 || 2 || 2 || 1 || 10 || - |} *The first choice that isn't compulsory, although these guys are awesome enough you're going to want 1-2 of them anyway. They have the single worst profile out of all characters in Warhammer Fantasy (presumably because they're ghosts and have no physical body), however their rules certainly make up for it and their magic items are must-haves. *'''Unit Size''': One Shadow Druid. *'''Magic''': Shadow Druids are Level 1 Wizards who can use the Lore of Death or the Lore of Shadow. *'''Generic Equipment''': Hand Weapon. With a statline like theirs it's not like they should have anything more anyway. *'''Options''': **Shadow Druids can choose Magic Items from the common lists or the Archeological Artefacts list of up to 50 points. **Shadow Druids can be upgraded to Level 2 Wizards for +35 points. :''In addition to the above equipment, Shadow Druids have the following special rules:'' *'''Undead''': As described above. *'''Ethereal''': Awesome. This means that your Shadow Druid can go with units or on their own, and like Kemmler they can be challenge trolls, holding up anyone who doesn't have a magic weapon. **A nice thing to note is their Ld of 10 on top of being Wizards. This means that one of them can babysit Krell while still being able to cast spells should Krell fail his stupidity test. '''Those are all the heroes that the Army of the Lichemaster gets, which unfortunately means you get no Battle Standard Bearer. This is quite unfortunate as unless Krell has a babysitter it's easier for him to fail his test than you'd think and some of your other choices die if they fail their Leadership tests. In turn this means Krell either goes along on his own beside other units, or you pair him with a Shadow Druid the entire time which admittedly doesn't work out all that badly.'''
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