You are on page 1of 11

MAGISTERIX ELSPETH VON DRAKEN

The Dark Lady of Nuln, the Graveyard Rose


For three generations the name of Elspeth von Draken, one who will have little to do with the daily machinations or
Magisterix of the Amethyst College and arch-wizard of the power-politics of the Imperial Colleges of Magic in which
Lore of Death, has been spoken of in hushed tones in the she was once student and still in theory holds fealty (for
reeking tavern gutters and vaulted noble halls of Nuln alike. which many within its ranks are profoundly grateful), and
And for three generations her lonely, blackened tower has with whom she now sits in an uneasy truce. Instead she is an
stood at the edge of the Gardens of Morr on the outskirts of obsessive experimenter and mystic who goes where she will,
the great city, and stories of the 'Graveyard Rose' have been and has collected and collated a storehouse of mystical
used to frighten recalcitrant children home before nightfall artefacts and lore which she guards jealously and has become
lest 'the dark lady snatch them up!'. Yet despite these stories so saturated with the force of Shyish, the Amethyst wind of
few have ever paused to think what exactly the admitted Death, that there are some who whisper she is no longer
presence of von Draken in the city actually means, and fewer human at all, a theory perhaps given credence by her almost
yet could guess at her true power or influence, Furthermore spectral, pallid aspect, which has remained unchanged for
the few foolhardy or overenthusiastic witch hunters, unaware decades.
of her relationship to the governing powers of Nuln or too
fanatically sure of their own righteousness to care, who have Despite her reclusive nature, dividing her time it is said
attempted to delve deeper into her business or storm her between her tower in Nuln and another like it hidden within
tower have been swallowed up so completely that they have the Grey Mountains, or in search of lost lore, she is however
never been able to share anything they have learned. a true scion of the Empire, and the bane of its foes where they
cross her path. She also has long standing pacts and alliances
The truth is that Elspeth von Draken is bet one in a long both with the Church of Morr and the ruling council of Nuln
bloodline touched by the winds of magic, a bloodline that has to come to its aid in times of war in return for their alliance in
produced both monsters and saviours in its time. She is also turn. Balthazar Celt, current patriarch tithe Imperial Collages
one of the most powerful Amethyst wizards of the age, but of Magic, is understandably wary of von Draken's

1
independence and power, and has long had his agents keep arcane lore, when a dragon lair in which it is spawned has
track of her where they can. Over the last score of years they become saturated by Shyish, the Amethyst wind of death,
have reported a dozen conflicts both widely known and which is gathered and magnified within the heart and soul of
hidden where von Draken has ruled the victor against terrible the dragon to be born. They are named for their strange and
enemies such as the Mire Hulk Rawbones who had been lustrous scales, supple as sin and harder than steel, which
devouring whole villages along the lower River Sol and begin a deep ruby red when they are young, darkening to a
demanding a bloody tribute in young limbs to the Vampire purple so deep as to be almost black as they age, Carmine
Vashara of Lahmia who had sought to corrupt the noble Dragons are sinister, clever and deadly creatures, and
Jaegersbruk family of Phildorf and turn the city into a considered spectres of death in many ancient tales, and one's
shadow-realm of undeath. While Elspeth von Draken appearance in the lore of the Dwarfs is always seen as an
continues to concern herself with her own affairs, and stand omen that presages disaster. They are reputed to lair in dark
as a protector of the Empire. Gelt must do no more than swamps, ancient battle sites and the ruins of fallen cities –
watch, but there are those beneath him in the hierarchy of anywhere where death has had lease on a great scale, for in
Wizards who fear that Gelt's suspicion of the powerful von some way the echoes of destruction are said to feed their
Draken may yet provoke a deadly conflict one day between power, and the spirits of the dead whisper to them in the
them. darkness.

During the crisis of the Chaos host of Tamurkhan, Elspeth The wrath of a Carmine Dragon is truly terrible to behold,
von Draken appeared in the Council of the Countess and only rarely will they ever submit to an alliance, let alone
Emmanuelle like a spectre of death itself, gowned in robes so to be ridden, save as part of some dark purpose or design of
black as to appear as living darkness and bearing a keening their own, although if they do, it is usually only to one
scythe so sharp it seemed to murder the still air. It was her themselves knowledgeable in dark and arcane lore.
council that the Countess Emmanuelle took in forming up her
armies to defend Nuln itself rather than meet Tamurkhan in SPECIAL RULES: Fly (7), Natural Armour (3+).
the open field of battle, and such was the fear that came with
Elspeth von Draken's presence that few gainsaid her despite Coruscating Blast: The Carmine Dragon's breath weapon is
the cost the strategy entailed in lands, livestock and human a sorcerous blast of powerful Amethyst magic capable of
life. On the seventh day of the great battle, when Tamurkhan withering metal and rendering flesh to dust as if millennia
sought to raise up a great and nightmarish ritual to appease had passed in mere seconds.
his dark god and brought forth an unholy tide of Daemons to
attack the city, Elspeth von Draken took to battle aback a This breath weapon works similarly to determining the
Carmine Dragon. The dragon's wrath unleashed all- effects of a cannon shot (see the Warhammer rulebook). The
consuming blasts of amaranthine lighting while her magical maximum range of the attack's target point is 12" away from
power contested with, the might of the Servants of Decay. the monster and may be treated just like a normal breath
After the battle, those that saw her claimed she had faded to weapon. After the target point has been selected, roll the
no more than an insubstantial shadow from her trials, and it Artillery dice to create a line of effect for the blast travelling
was years afterwards before she was seen abroad again, her in a straight line away from the dragon (just as for
pale and youthful aspect restored once more. determining a 'bounce' for a cannon shot). A Misfire result
should be re-rolled. Any model caught in the line of the blast
M WS BS S T W I A Ld suffers D3 wounds with a strength equivalent to 10, minus
Elspeth von Draken 4 3 3 3 4 3 4 2 8 the target's Toughness score, with no Armour saves possible.
Carmine Dragon 6 6 0 6 6 6 3 5 8
MAGIC ITEMS:
POINTS: 580. The Pale Scythe (Magic Weapon)
A pale scythe more made of shadow than substance, this
TROOP TYPE: Monster (Special Character, Lord). weapon said to be of Elspeth's own making is attuned to the
power of Shyish, the wind of death, focusing and
concentrating it to her will.
MAGIC: Elspeth von Draken is a Level 4 Wizard.
She use spells from the Lore of Death. This weapon has the Killing Blow special rule, and as a focus
for deathly energies it adds +1 to Elspeth von Draken's
SPECIAL RULES: Loremaster (Lore of Death). dispelling rolls.

Death's Timekeeper (Enchanted Item)


Darkwalker: Von Draken's body has become so suffused
This hourglass is an ancient and storied artefact, it is said to
with dread magical power to the extent that she stands
contain as its measuring sand the dusty remnants of a dead
halfway between life and death, and at will she can become
god of old, and Van Draken has spent much of her
an all but insubstantial spectre in human form.
unnaturally long life studying its mysteries. With it she has
perfected some limited measure of control over time and
Elspeth has Immunity (Psychology) and all To Wound rolls
death itself.
made against her suffer a -1 penalty. Unfortunately, she also
suffers any extra effect that is listed as specifically damaging
Once per player turn, Elspeth von Draken can re-roll a single
Daemons or the Undead.
dice of your choice concerning her or the Carmine Dragon
(this can include attacks, saving throws, magic dice and the
CARMINE DRAGON Artillery dice used to determine the Carmine Dragon's
Carmine, or Encarmine Dragons as they are sometimes Coruscating blast if desired). If this re-roll is not used, at the
known to dark legend, are strange and rare beasts even end of her player's turn Elspeth von Draken may recover a
among their storied kin. They are born, it is said according to wound previously lost in the game.

2
THEODORE BRUCKNER
The Hand of Judgement, the Titan Headsman, Champion of Nuln
The feared warrior Theodore Bruckner serves as Bruckner, undeterred, the Champion of Nuln
the Countess Emmanuelle of Nuln's headsman and grappled his plate-armoured opponent, lifted him
personal and judicial Champion – a role that exists aloft and snapped his back with his bare hands.
to meet the ancient right of trial by combat
available to die Empire's aristocracy, except after For Bruckner such mystique as his mysterious
the commission of the direst of crimes. This origins and might have created serve him well,
makes Bruckner, in effect, both the enhancing the reputation his bloody record has
personification of bloody-handed justice in the inspired, sowing fear and apprehension in those
city and death incarnate to the Countess political that ' would face him in combat or scheme and
enemies. A giant of a man, dour, ruthless and plot behind the Countess Emmanuelle's back
taciturn, he towers head and shoulders over even Bruckner is however no general or war-leader,
the sturdy folk of Wissenland who make up the and he has no talent or taste for such things, even
majority of Nuln's citizenry, and it is of-little if others would follow him - which is doubtful
surprise that many tales have grown up to given the hatred his name engenders amid die
rewound him. Some stories attribute his great size burghers and lordly families of Nuln. Instead he is
to sinister origins in Norsca, darkly tainted blood content to fight and kill at his mistress's
or even alchemical experimentation at the command, and has lasted over a decade in his
Countess's behest. The truth however lies highly paid office, making him the longest serving
unknown, save to Bruckner himself and perhaps Champion of Nuln in living memory.
his patron. He is famed as a savage and skilled (if
unsubtle) fighter and most of all for his prodigious
– some say inhuman – strength. Such is his
physical power that during his judicial duel with
the noted swordsmen Lord Hanz Kraster, that
after Kraster by virtue of superior speed and
technique had managed to disarm the hulking

With the threat of Tamurkhan's host ravaging its


way northward, Bruckner rode out with Nuln's
army, as he had before, astride the huge and near-
uncontrollable Demigryph 'Reaper' – itself a
freakishly large example of its kind taken from
Nuln's war menagerie. At the Countess' command,
Bruckner had taken an oath, sworn before the
great council of the city to slay Tamurkhan for his
crimes and despoliations against Wissenland, and
at his mistress's insistence, he had taken with him
a talisman from the hand of the Wizard, Elspeth
von Draken, to protect him from the malign
powers of the enemy – a decision that would have
fateful consequences as events unfolded.

M WS BS S T W I A Ld
Theodore Bruckner 4 6 4 5 4 3 5 4 9
Reaper 8 5 0 6 5 4 5 4 6

POINTS: 200.

TROOP TYPE: Infantry (Special Character, Lord).

EQUIPMENT: Pistol, full plate armour.

3
SPECIAL RULES: Stormlance (Magic Weapon)
The Hand of Judgement: Bruckner is the With a bladed tip crafted from meteoric iron and
Judicial Champion of Nuln and the Countess's graven with the runes of the heavens, this lance
headsman – a figure hated and feared in equal strikes its target like a bolt of lightning, burning
measure. While a mighty warrior, infamous for and blasting them.
his grim demeanour and single-minded devotion
to his deadly craft, he is however no leader of Lance. When charging, Bruckner has the Killing
men. Blow special rule. At all other times, he will use
Liarsbane instead.
Bruckner cannot be the army's General. In
addition, while fighting in a Challenge, Bruckner Baleflame Amulet (Talisman)
has the Unbreakable special rule. Gifted to Bruckner by the Magisterix Elspeth von
Draken to protect him from the foul sorceries of
MAGIC ITEMS: the oncoming horde, this black gem possessed
Liarsbane (Magic Weapon) powers unguessed at, and served the Magisterix's
For centuries this long-blade has been used by the own deadly schemes.
city's Champion in preference over the more
traditional headsman's axe, where the The amulet provides Bruckner with a Ward save
executioner's duties are concerned with the great (5+). In addition, if Bruckner is slain by a model
and powerful of Nuln. Bruckner wields this mighty in base contact, that model then immediately
sword as easily as a lesser man might a rapier suffers D3 Wounds with the Ignores Armour
and a great many dissenters, renegades and the saves special rule.
Countess's political rivals have found themselves
a head shorter at his hands. OPTIONS:
Reaper the Demigryph 150 points
Liarsbane give Bruckner +1 To Hit and To This upgrade makes Theodore Bruckner mounted on
Wound in close combat. Reaper the Demigryph (Monster) and able to use the
Stormlance.

4
JUBAL FALK
Castellan-Engineer of Nuln
Nuln, as one of the greatest cities of the Old World and Falk's natural talents and dogged enforcement of discipline
formerly the capital of the Empire in times past, is rich in have seen him rise rapidly in the ranks of the Ironsides, and
history, wealth and power, and possesses many lauded he is respected be those under him both for his skills as a
institutions famed far and wide. One of the greatest of these military engineer and as an honourable man if one
in Nuln's case is the Imperial Gunnery School, a College of notoriously unforgiving of slackness or incompetency.
Engineers rivalled in the Empire only by that of Altdorf, as
well as the largest and most productive blackpowder works Already a seasoned soldier at the time of the Chaos assault of
and cannon-foundries anywhere west of the Worlds Edge Tamurkhan's host. Falk held command of the muster of the
Mountains, save perhaps for those hidden in the deep Dwarf Ironsides at Crow's Levee and was instrumental in holding
holds. Apprentices and military men from across the Empire the line against the Dolgan cavalry charge during the Chaos
and beyond are drawn to study at the Gunnery School, while vanguard's attack on the first day of the great battle. Here the
the weapons and branded powder kegs that pour out from it Ironsides steady, disciplined fire raked the marauder
are traded across the world, and have long bear a keystone of onslaught before they could crash into the line, weakening
Nuln's wealth and economy. them fatally and blunting their heedless charge which
otherwise might have collapsed the Empire flank completely,
What is perhaps less well known is that the Gunnery School Jubal Falk was wounded in the battle by an axe-blow, but
also maintains its own force at arms – the 'Iron Companies' – despite his injury continued in command, and is said to have
who serve both as part of the standing armies of Nuln itself personally slain a Chaos sorcerer with his Hochland Long
by ancient treaty with the line of Electors, and also are active Rifle, blasting the creature's distorted head clean from its
in the defence of Wissenland as well as standing guard on the shoulders mid-spell using specialised alchemically-forged
famous artillery trains of Nuln in service of the wider Empire. shot taken from the secret vaults of the Imperial Gunnery
School.
Most numerous of these are the Ironsides, regiments of
handgunners made up from the apprentices and retainers of M WS BS S T W I A Ld
the School, who are fitted out in a panoply of black-enabled Jubal Falk 4 3 4 3 3 2 4 2 8
iron plate armour reflecting the wealth and status of their
patrons. The current field commander of the Ironsides is
Jubal Falk, an engineer with a flair for tactical matters who
POINTS: 100.
many see as a rising star and future Guildmaster of the
school. Born a cooper's son on the river wharfs of Nuln. TROOP TYPE: Infantry (Special Character, Hero).

EQUIPMENT: Hand weapon, pistol, Hochland Long


Rifle, medium armour.

SPECIAL RULES: Master of Ballistics, 'Stand Back,


Sir!'

Black Powder Discipline: Any Handgunner unit that


contains Jubal Falk may re-roll shooting to hit rolls of '1' with
its handguns. Note that this doesn't apply to Jubal himself.

The Nuln Ironsides: This regiment is drawn from the guards


and apprentices of the famous Imperial Gunnery School of
Nuln, and is one of the most widely respected and well
equipped handgunner regiments in the Empire.

If Jubal Falk is included in your army, one unit of


Handgunners may be upgraded to wear medium armour for
+1 point per model.

MAGIC ITEMS:
Mercurial Shot (Enchanted Item)
Made from a special hollow bullet filled with an alchemical
vitriol, this bullet shatters on contact and can bring down
even the most inhuman target.

One use only. This is a one use attack which is used in


conjunction with Falk's Hochland long rifle (with all its usual
rules applying), and the player must declare its use before
rolling to hit. If it strikes the target it hits with Strength 6,
Armour piercing (1), and Multiple Wounds (2). If the shot
misses, it is wasted.

5
VALTEN
Chosen of Sigmar, Exalted of Sigmar
M WS BS S T W I A Ld artefacts ever crafted by the Dwarfs of old, in the days when
Valten 4 7 5 4 4 3 6 4 9 their power was at its height. It is a magnificent rune-forged
Warhorse 8 3 0 3 3 1 3 1 5 weapon that embodies Mankind's triumph over the forces of
Althandin 9 4 0 4 3 1 5 2 7 darkness, and it has been the symbol of the Emperor's office
ever since the founding of the Empire. When it strikes the
righteous power of the God Sigmar flows into it with a flash
Note: If Valten is included in your army, Karl Franz of raw magic. Many are the times it has lived up to the title
may not take Ghal Maraz. Skull Splitter, for the Empire's rulers have ever led their
people to battle upon the field of war.
POINTS: 410.
Hits from Ghal Maraz wound automatically with the Ignores
TROOP TYPE: Infantry (Special Character, Lord). Armour saves and Multiple Wounds (D3) special rules.

EQUIPMENT: Heavy armour. UPGRADE:


Exalted of Sigmar 25 points
If Valten is upgraded to the Exalted of Sigmar, he receives
SPECIAL RULES: the following:
Against The Odds: Valten's courage knows no limits, and
even impossible odds do not faze him. Armour of the Heldenhammer (Magic Armour)
Forged over two and a half thousand years ago for the
Enemy units can never gain the combat resolution bonus Warrior-King Sigmar, this ancient gromril armour was never
points for attacking in the flank or rear in a combat involving claimed by the founder of the Empire. Its many runes provide
Valten. In addition, Valten and any unit he leads have protection against attack and malign magic.
Immunity (Psychology) and are Stubborn.
Full plate armour. The Armour of the Heldenhammer
Awesome Presence: Valten is not a military officer. He does provides +1 armour save and Magic Resistance (2). No
not give rousing speeches or offer rewards to fighters around model in base contact may cast any spells.
him, nor does he yell orders or threats in battle. Instead,
others are inspired by his awesome presence, and fight even OPTIONS:
harder as they see Valten strike down foe after foe.
Barded Warhorse 24 points
Wounds inflicted by Valten in close combat are counted
Althandin 35 points
towards the Empire combat resolution score of any combat
Althandin is an Elven Steed sired by Malhandir, steed of
within 12" of him (up to a maximum of +3), not just the one
Prince Tyrion. Though not purebred like his father, Althandin
he is taking part in. Valten may never be the army's General.
is finer than any horse of the Old World
Chosen of Sigmar: Valten has a Ward save (5+). In addition,
Exalted of Sigmar only. Althandin is a barded Warhorse
once per game, he may harness the very power of Sigmar at
which suffers no Movement penalties for wearing barding.
the start of any close combat phase. Roll a D3; Valten adds
the result to his Weapon Skill, Strength, Toughness and
Attacks characteristics until the end of the phase.

Iron Resolve: Valten has steel sinews and a will of iron, and
is able to grit his teeth and fight on despite wounds that
would kill lesser men ten times over.

If Valten is killed, take a Leadership test for him at the end of


that phase. If he passes, his astounding strength of will allows
him to ignore the wound and continue fighting. He remains
alive on 1 Wound, and the wounds that killed him are
discounted. The effects of combat resolution, are worked out
after determining whether Valten recovers. This rule does not
apply if he is fleeing and is run down by chargers or pursuers,
or slain by a Killing Blow.

MAGIC ITEMS:
Ghal Maraz (Magic Weapon)
Ghal Maraz, meaning Skull-splitter in the Dwarf tongue, is
the legendary two-handed hammer wielded by Sigmar himself
when the Empire was forged over two and a half millennia
ago. The weapon was given to Sigmar by Kurgan Ironbeard,
the ancient Dwarf King, and it is passed down from Emperor
to Emperor. This is amongst the most potent magical

6
MANDRED SKAVENSLAYER
Count of Middenheim
As the Black Plague swept through the Empire, Count MAGIC ITEMS:
Mandred of Middenheim did all he could for the Verminbane (Magic Weapon)
refugees who flocked to his gates. Aided by the priests A great two-handed hammer, Verminbane was
of Ulric he kept the city free from infection and built specially forged to combat the Skaven.
up the city's supplies. In 1118 the Skaven finally
attacked Middenheim, besieging the city whilst trying Great weapon. All attacks made with Verminbane
to infiltrate it via the tunnels below. The Count led a against models from Warhammer: Skaven have the
heroic defence, tunnel fighting in the darkness, using Multiple Wounds (D3) special rule.
barricades and selective flooding to hold back the
Skaven hordes. It was in one such battle that he lost his Horn of the White Wolf (Enchanted Item)
left eye to a Skaven spear thrust. Despite his injury, A holy relic of the knightly order, the horn is sounded
months of hunting in the darkness followed. Along when the Knights charge, sending fear and panic
with the Knights of the White Wolf and other stout through the enemy ranks.
warriors he held the city and, eventually, weakened by
famine and pestilence, the Skaven were forced to Whenever Mandred declares a charge, the target must
retreat. Mandred was hailed as the saviour of the city take a Panic test before choosing their charge reaction.
and nicknamed Skavenslayer.

Since then Mandred has sought the aid of the other


Elector Counts whilst organising the Empire's armies to
resist the Skaven attacks. He has already won several
battles, and his crusade is growing. Eventually he will
drive the Skaven out of the Empire altogether, and be
crowned Emperor for his heroic efforts. The Skaven
will not forget him and plot his end relentlessly.

M WS BS S T W I A Ld
Count Mandred 4 6 5 4 4 3 6 4 9
Warhorse 8 3 0 3 3 1 3 1 5

POINTS: 170.
TROOP TYPE: Cavalry (Special Character, Lord).

EQUIPMENT: Full plate armour, barding.

SPECIAL RULES: Hatred (Skaven), Hold the


Line!

7
BERTHA BESTRAUFRUNG
High Matriarch of the Sisterhood
Years ago, Bertha sought refuge in the strict discipline M WS BS S T W I A Ld
and devotions of the Sisters of Sigmar. Only the Bertha Bestraufrung 4 5 3 4 4 2 4 2 8
warrior god of the Empire was worthy of her esteem.
Only He was constant and faithful. And had not holy POINTS: 140.
Sigmar, in truth, chosen her to be one of his
handmaidens? TROOP TYPE: Infantry (Special Character, Hero).
The pure blood of the Unberogens runs in Bertha’s EQUIPMENT: Heavy armour.
veins, as evinced by her long golden plaits and fierce
blue eyes, which can freeze a Goblin at twenty paces
with an icy glare. Even her voice commands authority,
SPECIAL RULES: Battle Prayers, Divine Power,
turning strong, hairy-thewed men into trembling Hatred, Immunity (Fear), Magic Resistance (2).
wretches.
High Matriarch: As the High Matriarch of the Sisters
The Sisters look up to Bertha as an example of holy of Sigmar's Mercy, Bertha must join a unit of Sisters of
womanhood. She rose rapidly through the ranks of the Sigmar if possible. In addition, the unit becomes
Sisterhood, and on her deathbed the revered Matriarch Stubborn while she remains with it.
Cassandra named Bertha her successor, new High
Matriarch, and Abedissa of Sigmar’s Rock. Sometimes, Sigmar's Handmaiden: Bertha is favoured above all
as Bertha straps on her Gromril armour in the light of other Sisters in the eyes of Sigmar.
dawn, she reflects on the lost innocence of her youth.
Then, angrily, she tightens the studded leather straps When Bertha or the unit she is with casts any Battle
tightly over her iron-hard limbs and strides outside to Prayers, they may add +1 to their casting result.
spend hours practicing with her great warhammers,
preparing herself, as a bride of Sigmar should, for the MAGIC ITEMS:
day of battle. Sigmarite Hammers (Magic Weapon)
One of the traditional weapons of the Sisterhood, the
warhammer echoes Ghal-Maraz, the great hammer of
Sigmar himself. Each warhammer is blessed by the
High Matriarch herself.

Two hand weapons. The Sigmarite Warhammers give


Bertha the Armour Piercing (1) special rule. In
addition, she gains +1 To Wound models with the
Daemonic, Undead or Vampiric special rules.

Holy Relic (Talisman)


In this age of superstition and religious fanaticism,
holy objects are an important part of life.

One use only. The Holy Relic allows Bertha and any
unit she joins to automatically pass the first Leadership
they are required to make during the game.

Blessed Water (Enchanted Item)


Bertha holds great power over evil. Pure water from a
clear fountain, blessed by her, is said to burn things of
darkness and evil.

One use only. Blessed Water can be used in the same


way as a throwing weapon. If it hits, it inflicts one
automatic Wound which Ignores Armour Saves against
models with the Daemonic, Undead or Vampiric
special rules.

8
HUBERT VALENTOUR
Witch Hunter
The brotherhood of Witch Hunters aim to POINTS: 95.
eradicate all evil forms of magic. Its members are
much feared by the Necromancers, Vampires and TROOP TYPE: Infantry (Special Character, Hero).
worshippers of Chaos that they have sworn to
hunt around the whole world if necessary. They EQUIPMENT: Hand weapon, pistol, light armour.
are very active in the provinces of the Empire,
leaving no respite to the enemies of humanity who SPECIAL RULES: Accusation, Grim Resolve,
hide in the very heart of the imperial cities. The Magic Resistance (2), Tools of Judgement.
Bretonnian Hubert Valentour was the disciple of a
great Witch Hunter, the famous Ildegard Hates Evil Magic: Valentour is a witch hunter
Eichelbaum, whose accomplishments remains the who has dedicated his life to tracking down and
most important since the creation of the destroying all evil wizards. Indeed, Hubert
brotherhood. He wrote anti-magic parchments of Valentour is only on the battlefield to destroy them
rare power and manufactured several weapons and will concentrate all his efforts on this one and
dedicated to the destruction of the living dead, only goal.
including bullets in sanctified silver of which he
gave the manufacturing secret to Valentour the Hubert gains the Hatred special rule against all
day he left him. Valentour now works solo and his Wizards from the following army books:
results are far from negligible. Among them are Beastmen, Chaos Dwarfs, Daemons of Chaos,
the famous Vampire von Kirtoff whom he went to Dark Elves, Skaven, Vampire Counts, Warriors of
flush out to his castle in Sylvania. Such feats of Chaos.
arms are the origin of his fame, but they are not
MAGIC ITEMS:
the only ones. Indeed, it is not uncommon for
generals to call upon his services if they are Sanctified Silver Bullets (Enchanted Item)
opposed to adversaries versed in daemonic magic. Valentour's pistol is loaded with antique silver
bullets specially treated to harm Chaos and the
M WS BS S T W I A Ld living dead of all kinds.
Hubert Valentour 4 4 4 4 4 2 4 2 8
All shots made using these bullets have the
Multiple Wounds (D3) special rule against all
models from Warhammer: Daemons of Chaos and
Vampire Counts.

Eichelbaum's Scroll (Arcane Item)


Once per turn, when an enemy spell has been cast,
Hubert can read Eichelbaum's Scroll instead of
attempting to dispel the spell by using dispel dice.
This gives him 3 free dice to attempt to dispel the
spell, which cannot be combined with any other
dispel dice. This may also be used to dispel spells
that Remains in Play. However, if the dispel
attempt fails, the scroll is destroyed and cannot be
used for the remainder of the battle. Hubert may
use this item despite not being a Wizard.

"A good living dead is a dead living dead, that


is actually dead. It needs to not move at all!
Uh... how to explain..."
- Hubert Valentour conversing about his vocation
during the Schnapps festival in Altdorf.

9
RUTGER WOLFRICK
Witch Hunter
Rutger Wolfrick is a man obsessed, a border-line Fear and Loathing: Rutger became a Witch Hunter so
psychotic. His parents and siblings were all slain by that he might avenge the death of his family at the
Chaos cultists when he was but a child and, upon hands of Chaos cultists. However, because of his
inheriting his father's estate on his eighteenth birthday, childhood experience, he also has an almost irrational
he sold everything, ploughing the proceeds from the fear of any Chaos Worshippers.
sale into funding his personal, manic quest to hunt
down all who would prey on mortal kind through their Rutger has the Hatred (Warriors of Chaos) special rule.
dark practices. He is feared by malefactors and However, he also treats all models from Warhammer:
innocents alike, and rightly so for he once put an entire Warriors of Chaos as causing Fear against him. If they
village to the stake because a two-headed lamb was already cause Fear, they now cause Terror instead.
born to a sheep belonging to one of its inhabitants.
Everyday Rutger walks the tightrope between sanity
and irredeemable madness. Yet with every encounter
with the followers of evil he comes closer to losing his
tenuous grip on reality. Nobody could ever accuse
Rutger Wolfrick of being a rational individual. He is
bedecked with amulets and scrolls bearing warding
charms.

M WS BS S T W I A Ld
Rutger Wolfrick 4 4 4 4 4 2 4 2 8

POINTS: 55.
TROOP TYPE: Infantry (Special Character, Hero).

EQUIPMENT: Hand weapon, pistol, light armour.

SPECIAL RULES: Accusation, Grim Resolve,


Magic Resistance (2), Tools of Judgement.

Mentally Unbalanced: Rutger is almost constantly on


the verge of a nervous breakdown because of the
horrors he has witnessed in his hunt for the acolytes of
evil.

If half or more of any unit's starting models that Rutger


joins are killed at any point during the battle, Rutger
will lose it completely! From then onwards he gains the
Frenzy special rule for the remainder of the game.

10
BROTHER VALDEMAR
Warrior Priest
As with many second sons of noble families, Valdemar M WS BS S T W I A Ld
was sent to the Church of Sigmar in Altdorf to train as Brother Valdemar 4 4 3 4 4 2 4 2 8
a priest from an early age. His skill with the
warhammer, as well as the proficiency with which he POINTS: 105.
mastered the sacred rituals of the temple, was soon
recognized by his superiors. Valdemar's first tenure as TROOP TYPE: Infantry (Special Character, Hero).
priest, beyond the cloistered walls of the Church of
Sigmar, soon brought him into conflict with a Chaos EQUIPMENT: Hand weapon, light armour.
Beastman warband that was threatening his parish of
Haldenburg. Valdemar slew the entire warband in a
SPECIAL RULES: Battle Prayers, Divine Power,
bloody battle at the very doorstep of his old chapel.
Ever since, Brother Valdemar (now in his fiftieth year) Righteous Fury.
has been a mainstay of many an Imperial army that has
sought victory over those who would overthrow the Faith in Sigmar: Valdemar's faith in the God-Emperor
power of the Cult of Sigmar. has been unshakeable. Indeed, as he marches into
battle he chants litanies to Sigmar and calls down his
blessings on the brave men of the Empire. The troops
that make up the unit Valdemar is with arc greatly
encouraged by the Warrior Priest's words, as well as
by his example.

Brother Valdemar and any unit he joins may re-roll


failed Break tests.

Courage of the Believer: His faith in Sigmar also


means that Valdemar is not as greatly affected by
psychology as other men are.

Brother Valdemar and any unit he joins gains the


Immunity (Fear) special rule.

MAGIC ITEMS:
Book of Uncommon Prayer (Enchanted Item)
Written by the mad priest Eduard in the Imperial Year
1662, the Book of Uncommon Prayer is a collection of
catechisms and invocations, which some branches of
the Sigmarite cult actually believe to be heretical.
Valdemar, however, does not follow this belief.
Reading verses from the prayer book fills him with the
power of Sigmar.

Once per Magic phase, Brother Valdemar may re-roll


one power dice when he attempts to cast one of his
Battle Prayers.

11

You might also like