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LICHEMASTER
Part One: ,rood Elves clash with Heinrich Kemmler in the Battle of the Cairns
Dark forces are at work, many of them are from early human In the winter of 2495, a dark and evil
threatening the Wood Elves barbarian civilisations - some of which being sought to claim these cairns. This
are thought to owe their traditions to hated creature, cursed and despised by
realm of Athel Loren. In the
the Nehekharan lands further south. the Wood Elves, was the Lichemaster
first of a three-part series Many priceless and powerful artefacts Heinrich Kemmler. A devious foe,
Mat -W-ard follows Heinrich were buried witl1in these tombs, though Kemmler was often sighted travelling
Kemmler and Krell as they the Wood Elves, respectful of such through the forest, sometimes alone,
places and their long-dead inhabitants, often accompanied by a mucl1 larger,
set about shattering the
leave them as they have lain for armoured, figure - the Wight King, Krell.
peace of the forest.
8
countless centuries, slowly to be Bands ofWood Elf Scouts would often
reclaimed by tl1e forest. Nevertheless, seek to confront him, only for him to
there are many greedy tomb robbers vanish like mist on the breeze. The
canered through the wild heaths who covet the riches within these bodies of other such sentries were
on the outskirts of Athel Loren are tombs, and so the Wood Elves are found, turned to dust by the darkest of
countless ancient burial cairns, constantly battling against these magics or hacked apart by the heavy
mounds and barrows. Some of these interlopers. Sometimes, however, the blows of an axe. As the winter grew
were built by the first Elves that dwelt cairns are sought for more sinister deeper, the portents became ever more
on the edge of the forest, though a great reasons than simple greed. dire for Athel Loren.
evil
before the others seemingly retreated
from the forest. ·As the winter grew deeper, the
. This
ed by Unfortunately, Kemmler was a more portents became ever more dire
ter
g
cunning foe than the Asrai gave him
credit for. Whilst the Elves battled his
minions , he and Krell were able to break
for Athel Loren
. e, into one of the largest of the ancient opened from within by cold and lifeless Warhawk Rider kin swept down time
burial mounds - tl1e tomb of a great, skeletal hands, and bronze-bedecked and time again through the thick clouds
long-dead king. Hi<l<len from the eyes of ancient.warriors marched out to form a of crows and ravens to attack the long
the searching Elves in the sepulchre's mighty army. Screaming carrion birds dead warriors. Many Elves were slain
dank embrace, the Lichemaster carefully filled the skies as the army of the that dark day, but the Undead were
counted the passing of the twin moons undead marched through the snowdrifts finally stopped, and Kemmler shadow
through the dark skies. and entered Athel Loren. fled away. This was the furthest into
Atl1el Loren any attack had ever reached,
As no more sightings of Kemmler were Dark Dryads of winter, crone-like and and as such the Wood Elves are hungry
reported the Asrai gradually, albeit hateful, assailed Kemmler's army at for vengeance against the hated
uneasily, abandoned their hunt. every step. Waywatchers arose from the Lichemaster, and are ever-watchful for
Midwinter arrived, and Athel Loren snow to launch their unerringly accurate his return.
·cr-e RETURN OF THE �
tICHEMASTER Part Two: Dust to Dust - Imperial year 2497
Mat Ward returns to his undying minions from beneath Athel the Necromancer, who turns his magics
Loren. Everywhere in the barrow glade, upon them and blasts them from
Athel Loren to find tendrils of necromantic power suffuse existence without once sparing attention
Kemmler in the midst the air and pierce the earth. For leagues from his great work. Wave after wave of
of raising an undead around Kemmler's rite, the trees wither
and die, as the very essence of life itself
Dryads stream into the glade, only to
meet the same fate and, with every
army, unaware that an is stolen from them and rechannelled moment that passes, the Lichemaster's
alliance between the for the Lichemaster's dire ends. army grows still stronger. Yet, as all
All across Athel Loren the forest seems lost, help arrives from two
Forest Spirits and a screams in pain. Forest Dragons roar in somewhat unlikely quarters.
Grail Knight is being rage and take flight, Dryads and Tree Kin A Bretonnian Grail Knight, Sir
forged. are abruptly revived from the
somnolence of winter. In the heart of
Amalric of Gaudaron, has been drawn
ever closer to Athel Loren these past few
the Oak of Ages, the still-sleeping form days, guided by visions of the Lady. Even
H
aving made his way safely across of Ariel unconsciously perceives the from the borders of the forest,
Athel Loren, Kemmler has found events and weeps black tears, even as Kemmler's handiwork is plain and,
the prize he seeks - an expansive her mind reaches out to seek aid. The sensing a quest worthy of a Grail Knight.
barrow complex, bound and encircled royal council of the Elves summons all Amalric forces his steed to ride on
with great power. In the shelter of the kinbands to King's Glade, yet, with the through the screaming skies and
ancient tomb, the Lichemaster has forest writhing in agony. many pathways writhing trees. Elsewhere in Athel Loren.
ample time to plan the next step of his are closed to Elves and their army is the Branchwraith Drycha stands at the
vile plan whilst, far above his head. slow to muster. :\ieanwhile. the feet of the slumbering form of Durthu -
autumn turns to midwinter and the Llchemasrer·s ritual reaches its height eYen with the tumult around him, the
forest becomes ever more dormant. and the tombs begin ro open. breached Ancient slumbers as though nothing
After some weeks. Kemmler judges the from within by cold and lifeless skeletal untoward is occurring. There is little
time to be right and emerges from the hands. With moss and lichen still caked Lo,·e lost between the renegade
barrow. Under a spell of concealment, upon their bones, the army beneath the Branchwraith and the venerable
he begins a timeless and terrible ritual barrows begins to stir into an awful Treeman, yet she knows that only an
as the Wight Lord Krell silently stands parody of life. Driven wild by pain and Ancient can unite the disordered and
gua/d. Reaching into the void with anger, many spirits of the forest hurl desperate attacks of the forest spirits.
stolen knowledge;'he conjures dark themselves at Kemmler and his Durthu is the only Ancient slumbering
' • I ,
awakening army, all thoughts of caution close enough to the ritual to intervene
abandoned. Slowed by the cold, the first in time and so Drycha begins to sing
Dry s a e Kin are easy prey for
..
.him back to wakefulness ...
. -·· . L
,
r/_
(i(1/-'9 /:7.}'fj I
With his army at full strength, Heinrich Kemmler embarks on a major assault Necrom
of Athel Loren. Mat Ward presents a complete army list and scenario as the Warh
Lichemaster executes the final stages of his plan. the Arm
later in
K
emmler's plan has now reached Lichemaster, or by grinding his army to when Sceolan led a handful of Eternal
fruition. The enraged attacks of powder. Neither course of action will be Guard into combat witll tile Lichemaster Thewo
the forest spirit defenders of Athel an easy om: and, witll Orion and Ariel and his bodyguard. Final G
Loren have done little to halt his dormant, their armies will be hard Though Krell cut down Sceolan in
progress. For each unliving warrior torn pressed to prevail. In a last desperate the ensuing fight, Kemmler was
down by screeching Dryads, anotl1er council, the warrior-elder Sceolan takes grievously wounded and, cloaking player 1
three have arisen from the silent tombs . command of the forces - including the himself in magic, fled the battlefield, special
The ritual has now reached its peak and remnants of Drycha's ill-fated assault on abandoning his undead army and Krell Amalric
the skeleton legions have been joined by the glade - and leads them into battle to tlleir fates. With the Lichemaster's normal
darker and more powerful creatures, against Kemmler's grave-born army.. mind no longer guiding them, tile army Drycha
some raised from below, others called to Historically, in the battle mat was to that he had raised swiftly fell to the fury this is an
Kemmler's side from outside the forest. follow, thousands of Elves lost their of tile Wood Elves. Only Krell escaped
For the Wood Elves, the situation is lives, fighting against the seemingly the frozen glade, fleeing deeper into the
incredibly desperate. With so many foes never-ending skeletal hordes that were forest with Dryads hard upon his heels.
assembling within their borders they can tile Lichemaster's to command. Refight this titanic struggle, and see
only survive this storm by killing the Ultimately, tl1e battle was only won who will be victorious this time...
2440-
during a sorcerous duel.
..
snow. Theobald vows to return.
..
ad
.CAIRNS#
·""
Stan
Scorched Brown.
5 Then drybrush
with Codex Grey.
1 from
Cut· an oval shape
10mm
2 Apply a coat of
'stone texture'
3 Once dry,
undercoat the
foamboard about (see boxout) to model with Chaos
80mm by50mm the surface with Black.
wide. Peel away PVA glue. You may
the top layer of need to apply a
card, then shape
it into a smooth
curve with a
couple of coats to
get a solid
covering.
6 Next, drybrush
with Fortress
7 Finish off with a
light drybrush of
modelling knife. Grey. Skull White.
Extra Details
A cairn is very simple to make - you can make half a dozen in no time. For added interest, try modelling on a few extra
details; for example a grave marker of some kind or even the remains of a body under a rock pile.
1 sla
TaJJ
th
pl
Stone Pile: build up layer Marker Stone: another Desecrated: an empty grave Grave with body: an
upon layer of stone texture
to create a simple grave
approach is to make a marker
using a small stone. Before
is easy to achieve by cutting a
deep groove into the
alternative is to actually put a
body into the groove. Tissue 2Clof
marker. Large pieces of texturing, press a stone into foamboard. Use more sand can be used to imitate scraps th
gravel look best. the foam and glue it into than gravel in the hole so that of cloth that has rotted away a
place with PVA. it doesn't get filled in. over the centuries. in
Entrance
To add to the high-status look
of the barrow, choose square
pieces of slate to build
doorposts, the lintel on top and
a door. A nice toucb is to cut a hole in 1be side of the barrow and'glue a body crawling out of it - the undead
rising to life! To make our escaping skellie, a Skelelon was assembled witb its skull and arms cut and
repositioned at tbe neck and wrists to achieve a crawling pose.
1 slate
Take two similar sized pieces of
and press them into the top of Totems
the foam, before gluing them in The addition of totems or warning signs adds to the overall look of the
place with PVA glue. graveyard. They can be modelled onto separate bases or applied directly
onto the terrain models, as you wish. These primitive totems are made by
using parts from the plastic Skeleton sprue.
www.games-workshop.eo.uk/woodelves 63
ARMY OF THE LICHEMASTER
To add an extra dimension to this phase when the General is killed, and at Fear. Undead cause fear (see the
campaign, we've included a variant the beginning of every Undead turn Warhammer rulebook).
army list to enable devotees of tne thereafter, all Undead units on the
Lichemaster to field an army battlefield must take a Leadership test. If Unit special rules
properly suited to the Battle of the the test is failed, the unit suffers a Chill Attack. Ghosts do not attack in
Cairns. This list is designed to stand number of wounds equal to the number the conventional sense, though their
alone from any existing army books, tht:y failed the Leadership test by. No chill presence is a danger to all who f�
so you don't need a copy of either saves of any kind (not even Ward Saves) them. At the start of each Combat phast
Warhammer Armies: Vampire Counts are allowed. Eg, a Skeleton Warrior unit roll 2D6+2 for any unit in base contac
or Warhammer Armies: Tomb Kings (Ld 3) takes the test and rolls a 7: the with a Ghost. For each point by which
to use this army list. W hat you will unit suffers 4 wounds (7-3=4). the roll beats the unit's Leadership, it
need is the profile for Heinrich Characters never suffer wounds because suffers 1 wound (allocated exactly like
Kemmler which, if you don't already of a destroyed General. Units can use the shooting hits). No Armour Saving thro=
have it, can be found on: Leadership of a character leading the are allowed against these hits and they
unit for this test, as normal. Note that if do count towards Combat Resolution.
www.games-worksbop.com the General is taken below one Wound. Units that are Immune to Psychology 2..-=
but manages to regenerate enough not affected by this attack.
As with most variant army lists, Wounds to come back, this rule does not
this will require you to do a little bit apply. The General has to be dead (ie. Tormented. Units with this special rul::
of conversion work, although most of removed from the table) for this rule retain a fraction of their original will
the 'core' units can easily be pressed to take effect. power, rather than existing as
into service in another Undead army reanimated husks. Furthermore, the
(and vice versa) later on if you wish. Break Tests. Undead cannot be element of life that remains within th=
T hat said, if any of you still have broken, but Undead units beaten in longs for death and constantly fights
elements of the Undead army from combat suffer one additional wound for Kemmler's control (unlike Banshees a=
fourth edition Warhammer, you may every point they lose the combat by (no Wraiths, who are twisted souls who lo�
well find you already have most of saves of any kind, not even Regeneration to inflict pain on the living). At the sra:-:
the units! or Ward Saves, are allowed against of each of Kemmler's turns, before
such wounds). If characters are present charges have been declared, the
Army special rules in the unit, or if they are riding a controlling player must make a
Undead. All units in the Cairns army are monster, the controlling player can Leadership test for each unit with thi,
Undead. All Undead models are decide how to allocate the wounds special rule, exactly as if Kemmler had
governed by the following rules. amongst the unit, the monster and the been slain. If Kemmler has been slain.
characters. In multiple combats, each the unit must take two such tests, witi:
"chemaster. A Cairn's army can Undead unit on the losing side suffers the casualties from both being added
led by Heinrich Kemmler. If he is one additional wound for every point together. Tormented units may not lL<c
army will their side has lost the combat by. If an the General's Leadership..
. To Undead unit is wiped out by combat
e.,. . resolution in the first turn of a combat, Spirit Levy. Units with this rule still
the enemy gets the option to make an suffer the fears and terrors of the flest
overrun move as normal. to some degree, and take comfort in
numbers. A Spirit Levy unit adds its ,�
Psychology. Undead are Immune to bonus to its Leadership.
, Psychology (see the Special Rules
. section of the Warhammer rulebook). Impale. When this beast charges, it =
use its bony spines and tusk to impale
t.- Charge Reactions. I!ndead can react to its victims. This gives it a + 1 Strength
_
charges only by holding thetr ground. bonus in the turn when it charges.
,:
·.· · Marching. Undead cannot make a march Undead Constructs. These creatures
·•·· .move unless they are· within 12" of the are more resilient than normal Und=
ral at the start of their Movement and suffer one less wound than the,·
.tN'ote that all the normal rules for normally would when defeafed in
·· tn�p1� (for example, the coqibat. Eg, a unit of S�ulacra loses �
ce of the.. ei:iemy within; 8" still' combat by 3. They wo\tld lose three
·;'\
them from inarchin ')./ extra wounds but, as they are Undeac
), . {...,' � . . . f'CTu; l�e"tonly·two wounds.
;Uade;ic Constr'uets have'a 5+1Armou:-
. s?vt �. ..,, �
�-
ER
· the
.-\rmy list organisation
The army list is divided into four sections:
Characters
In some cases other parameters may apply to a particular
kind of unit. This is specified in the unit entry. For example,
the Skeleron Warriors are a Core choice and at least one must
be fielded in the army.
These represent the Lichemaster Heinrich Kemmler and his
powerful undead servants. They form a vital and potent part Unit entries
of your force. Each unit is represented by an entry in the army list. The
ttac.k in unit's name is given and any limitations that apply are
gh their Core Units explained.
Included in this category are the most common forms of
warriors of the cairns - Skeleton Warriors, Simulacra and Profile: The characteristics profiles for the troops in each
Ghosts. unit are given in the unit entry. Where several profiles are
required, these are also given even if, as in many cases, they
Special Units are optional.
Special Units are your best troops and include the swift
Unquiet Horsemen and the mummified Embalmed Ones. Unit Sizes: Each entry specifies the minimum and maximum
They are available to your army in limited numbers. size for each unit.
Rare Units Weapons and Armour: Each entry lists the standard
So called because they are scarce compared ro your ordinary weapons and armour for that unit type. The value of these
troops. They represent uncommon or unique creatµres, such items is included in its points value. Additional or optional
pecial rule as ghoirtly Glooms or the terrifying Winged Nightmare. weapons and armour cost extra and are covered in the
s
al will Options section of the unit entry. ,,l
Choosing an army
�re, the Both players choose armies ro the same agreed points value. Options: Lists the different weapon, armour and equipment
ithin the:::. As you must field Heinrich Kemmler with the army, the options for the unit and any additional points cost for taking
ly fights minimum size for the army is 2,000 points, but it can them. It may also include the option ro upgrade a unit
shees ar.= certainly be a lot higher. Most players find that 2,000 points member to a Champion, Musician or Standard Bearer.
Is who Ion� provides a game that will last over an evening. Whatever
t the Sta:: value you agree, this is the maximum number of points you Special Rules: Many troops have special rules which are
can spend on your army. You can spend less and will explained in the army special rules section, and summarised
probably find it impossible to use up every last point. Most for your convenience in the army list.
2,000 points armies will therefore be something like 1,998 or It would be tedious to repeat all the special rules for
1,999 points, but they are still '2,000' points armies for our every unit within the army list itself. The army list is intended
purposes. Once you have decided on a total points value it is primarily as a rool for choosing armies rather than for
rime to choose your force. presen.ting game rules. Wherever possible we have indicated
where special rules apply, and where space permits, we have
Choosing characters provided notes within the army list as 'memory joggers'. Bear
Characters are divided into two broad categories: Lords (the in mind that these descriptions are not necessarily exhaustive
most powerful characters) and Heroes (the rest). The or definitive, and players should refer tO the main rules for a
maximum number of characters an army can field is shown full account.
below. Note that this table had been formatted to reflect the
fact that there is only one (compulsory) Lord level character
ort in available to the army.
tlds its ranl
Army Max. Total Max. Max.
Points Value Characters Lords Heroes
ges, it may 2,000 or more 4 1 3
ro impale 3,000 or more 6 1 5
Strength 4,000 or more 8 1 7
i.rges. Each +1,000 +2 1 +2
Unit Size: 1 Weapons and Armour: Hand weapon, heavy armour and
great weapon (Chariot has Armour Save 4 +). Ghosts
Weapons and Armour: Hand weapon. Points/
Options: May choose a mix from the Common or Army of me 'Orne sen
Magic: A Shadow Druid is a Level I Wizard. He may choose Cairns magic items list up to a total value of 50 points defend or
spells from the Lore of Shadow or the Lore of Death as ..bosen to
described in the Warhammer rnlebook. Special Rules: Undead, Magical Attacks, Killing Blow ther ne'er
:he next, i
Options: May be upgraded to a Level 2 Wizard for +35 points. This Barrow King is made from -nortal wor
a Chariot from a classic Chaos -:-bough Lh
May choose a mix from the Common or Army of the Cairns Chariot and the mode/for Krell. �r their ve
magic items list up to a total value of 50 points. Alternatively, you could use an) Ghosts
of the classic Wight lord or :::ore choic
Special Rules: Undead, Ethereal. Chaos Warrior models. In a
Vampire Counts army, the
Barrow King could be used as a
Black Coach.
�nit Size:
The body of a Dark Emissary was used as the basis of this �eapons aJi
Shadow Druid, with a skeleton head and a little green -·eapon
stuff completing the model. Other
alternatives would be classic Chaos Special R
Sorcerors, Necromancers, and :mereal, C
Vampires. In a Vampire Counts
army, this could be used as a
Necromancer or a Wraith. �,is Ghost is
mge, and 111
\'ampire Co
Simulacra Points/Model: 65
--culpted in the images of the almost countless deities of death
md the dead tl1at prowl the warrior grounds of the otherworld,
t is said tl1at these statues stalk the lands on the nights of new
md full moons. Several of these edifices stand atop the site of
::ach ancient barrow, bound and commanded by enchantment
:o watch over the earthly remains wimin, awakening only to
,onfront tl1ose who would disturb tl1e tomb. Fortunately for
iemmler, it takes but a little necromantic artifice to bind mem
m a new master.
M WS BS S T W I A Ld
'imulacrum 5 4 0 5 5 3 1 4 10
lonit Size: 3+
www.games-workshop.eo.uk/woodelves 97
SPECIAL UNITS Barrow
The Barrow
:heir lord,
Special units are powerful and unusual Undead Troops. There is a maximum number of Special Units that can be fielded. him in the
and this varies with the size of the army, as previously described. rarnished
than capabl
M WS BS s T w I A
Embalmed Ones 3 3 0 4 5 1 3 1
Cadaver 3 3 0 4 5 1 3 2
Special Rul
A Standard Bearer may carry a Magic Standard worth This Tomb Stalker is a
up to 50 points. Tomb Scorpion from
the Tomb Kings
Special Rules: Undead, Magical attacks, Killing Blow. range.
Alternatively,
Special Rules: Undead. you could use a
Dragon Ogre,
Minotaw; or
Troll.
armour
ces ( + 1
eman to :t
eman co :t
seman co :i
1·e been
rtack Knigi
www.games-workshop.co. uk/woodelves 99
In this se
rulebook
be used I
army list
'Army of
Commo1
Sword of Sf
Sword of J
sword of
Biting Bla
Enchante
Talisman
Dispel Ser
The maximum number of Rare units that can be fielded These Glooms are all Spiril Hosr Scaff of S
varies with the size of the army, as previously described. models, rebased onro 20mm bases. In a
Vampire Counts army, rhey could be War Bann
Glooms Points/Model: 6 used 10 represem Ghouls or Zombies.
The spirits of those who were enslaved to the dead kings still Magic
lurk about the site of their long-vanished pyres. T hough weak, The Stor
their sheer number and undying resentment of the living The god o
makes them a dangerous foe. Unlike many of the Barrow blade,jlo
King's servants, however, their rage at their fate grants them a into those
measure of free will, making them a challenge to any
Necromancer who would seek to bind them. "Whenever
,:\·ery mod
M WS BS S T W I A Ld including
Gloom 4 2 0 2 2 1 1 1 5 ·rrength q
\Jly mod
:at of the
This Willged Nightmare has had its saddle filed away, but 1ha1 need Arcan
stop you mounting a rider on it and using it in your Vampire Cou111
anny for irs original purpose. :caff oft
lbis oake
Common Magic Items Naiedhe. An accomplished Druid can use this staff to
sword of Striking 30 points rechannel the power of enemy spells into the very essence that
thwarts their casting.
Sword of Battle 25 points
Whenever you make a Dispel roll, you may exchange any one
Sword of Might 20 points of your dice for one of your opponent's dice. This does not
effect the casting level of the spell (and so will not cancel
Biting Blade 10 points Irresistible Force or cause a Miscast), but may be used to
increase your dispel total.
Enchanted Shield 10 points
The Storm Cauldron 50 points
Talisman of Protection 15 points Tbe power ofMedhe, the stormlord, flows through this
cauldron and allows the bearer to call down the fury of the
Dispel Scroll 25 points elements upon his foes.
Power Stone 25 points The bearer must take his spells from the Lore of the Heavens.
He receives + 1 to his score when anempting to cast these
Staff of Sorcery 50 points spells and is immune to any lightning-based damage (including
Skaven Warp Lightning).
War Banner 25 points
Enchanted items
Magic weapons The Casket of Shadows 50 points
The Stormsword of Medhe 50 points Bound Spell Power Level 3
Tbe god of the storm's eldritch power crackles about this Tbis plain wooden box is said to contain one of the earthly
blade, flowing along the metal like water and discharging passages to the shadow world. At great risk the casket can be
into those unfortunate enough to be struck by it. opened, bridging the realms and driving his foes mad with
their greatest fears.
Whenever a model suffers an unsaved wound from this sword,
every model in base contact with the wounded model The casket contains the Shades of Death spell from the Lore of
(including the wielder, ridden monsters and chariots) takes a Shadow. Roll a D6 each time it is used. On the roll of a 1 the
Strength 4 hit. energies of the casket are drained and it cannot be used again
in that battle.
Magic Armour
Shield of the Ancients 50 points Sky Charlot 50 points
Tbe origins of this shield are lost in the depths of time, yet its Barrow King only
enchantment is still able to preserve the bearer from harm. Said to be the very chariot in which Goederan, mother of the
gods, would girdle the world, this construction soars aloft
Counts as a shield. The bearer receives + 1 Toughness. through her blessing.
1 needn; Arcane items All enemies in base contact with tl1e character suffer a single
0111115 Strength 4 hit with no Armour Saves allowed. A character may
Staff of the Trickster 50 points carry any number of Charms provided they do not exceed their
Tbis oaken stave carries the blessing of the trickster Goddess, magic items limit.
www.games-workshop.co. uk/woodelves 1 o 1
Heinrich Kemmler Points: 550 Sh.7.111 Staff
ITJe kull Sta.ff constantly whispers to its beare·1;
WS BS s T A Ld revealing tbe secrets of magic.
Kemmler 3 3 --l --l l 9
At the beginning of the bearer's Magic
Weapons and armour: Kemmler c->..rnc:� :he: S_:ulJ -raff. a phase, the enemy must reveal all magic
Power Familiar and a Bla · Pena ; He: "-"e"..r< "emm.ler·s items carried by each one of his models
Cloak of .\list :md h:ido" _ md w1d� the b o Tomb Blade. within 12" of the Skull Staff's bearer. In
addition, thanks to the wise advice of
Spells: Kemmler i5 :i Lc:n:I .., tZJ..rc md always uses the Lore the skull, after the bearer has rolled on
of the Lichem ter the Miscast table, he can choose to re
roll the dice. The second result applies.
The Master of :\ecrom:io�-, As long a he has enough
Power dice. Kem.rrJc:r = 1->1 any of his spells, even one that Black Periapt
has been :-1 air _ \ m -he -.me .\lagic phase. This maleficent jewel bas tbe power
to trap tbe winds of Amethyst magic and accumulate
Spells of Protecti n: K mmler has spent many long weeks them for its beare1; or his lord, to use.
hidden. prepinn_ fo� this moment of grand triumph, and has
wo,·en "·c:;rd m:1g1 al defences about himself. As a result, Allows the bearer to save one unused Power dice or Dispel
he ha-. � - , :1rd Sa,·e. In addition, Kemmler (and any unit dice at the end of any Magic phase and store it, to add it to his
he join � ifc:."" one less wound than they normally would side's dice pool in the next Magic phase.
when dc::e:ued 111 combat.
Chaos Tomb Blade
Cloak of .\list and Shadows Forged from tbe raw stuff of Chaos, this blade thirsts for tbe
n1;- cloai? endows tbe wearer witb ethereal form. Free from blood of the living
tbe bond of bis material body, tbe user is free to move
tbro11 b solid matter like a gbost. This magic weapon allows Kemmler to re-roll failed rolls to
wound in close combat.
Th· item can be used only by models on foot. The wearer is
Ethere:tl for the entire game - he may ignore terrain The profile given here represents Kemmler at tbe
penalties and cannot be harmed except by magical attacks. time of the Battle of the Cairns, fast approaching the
pinnacle of his power - if not thwarted soon, bis
Power Familiar sorcery will rival tbe mighty Nagash himself.
A Power Familiar attracts raw magic power to its owner.
Kemmler counts as both a Lord and a Hero choice. He
The Familiar adds one dice to both the Power dice and the must be fielded exactly as 1·epresented here, and may
Dispel dice pool of the bearer. not be given additional equipment or magicks.
U einrich Kemmler was a. great and feared Necromancer. return Heinrich swore to slay and destroy in their
4 I. until rivals began to usurp his power. T hey nearly name. Now once again the name of the Lichemastcr
succeeded in driving the Lichemaster to his death. and strikes terror into the hearts of ordinary folk and
although he finally managed to defeat his ta.lcs of his foul deeds arc whispered when retold
attackers. his body was broken and his mind across the Old World.
blasted in the battle. For many years.
Heinrich wandered the G Mountains Heinrich stands just under six feet tall and has
rey
and the Border Princes as little better long. filthy white hair. His body is covered
than a half-sane beggar. until by some with scars. cuts and abrasions from his r.cars
quirk of fate he stumbled on the tomb of of madness. and is shrouded in a large dark
Krell, a long dead Chaos warrior cloak that swirIs and twitches with a life of
of immense power. Herc he its own. In one hand he carries the Chaos
struck a terrible pact with the Tomb Blade. in the other he holds his Skull
gods of Chaos. 1hcy would Staff. a magical item which is topped with a.
restore him to his former skull that chatters and gibbers constantly.
power and in Following his defeat at the Bretonnian abbey
of La Maisontaal. Kemmler remains
determined to inflict his revenge upon
Brctonnia. If he can harness the power in
the cairns of Athel Loren he will unleash
an army upon the descendants of Gilles
and leave the land i corpse-choked ruin.
N
ecromancy is the magic of the past, of withered Invocation of the Lichemaster can be used to:
flesh and faded times. Jt is similar to Amethyst
magic, of which it is a somewhat corrupted version. • Recover wounds in an existing Undead unit or character. If
Being a Necromancer of almost incomparable power, successfully cast, choose one Undead unit or character model
Kemmler utilises more powerful versions of the spells of (even if engaged in close combat) and then measure the
Undeath. Kemmler automatically knows all six of the range to it. If che unit is in range, that unit recovers
following spells. D3/2D3/3D3 wounds (or wounds worth of models),
depending on the Difficulty Level chosen.
Invocation of the Lichemaster New models will be armed and equipped exactly like the
Cast on 3+/7+/11 + other models in the unit. Note that this may not take che
number of models in the unit above the number it began the
Casting Value Models created Wounds restored game at. The Victory Points value of the unit does not change
3+ D6 Skeleton D3 Wounds This spell may not be used to increase the frontage of the
-,+ 2D6 keletons 2D3 "''ounds target unit beyond four models. though it may be used to
11+ 3D6 keletons 3D3 \'i"ounds increase che number of ranks.
This pell can be u ed in rwo different wa} - to add models to • Create a new unit of Skeletons. If successfully cast, choose
an exi ting urur. tO create a new unit or tO restore lo-t Woun� an�· pomt ";thin 1 " and place one model on it. Then form
t0 a model. In all case . it has a range of 1 The caster muse the re t of the model around it. The new unit will consist o
declare if he i u ing the pell on an existing unit (declare D6 2D6 3D6 models, depending on the Casting Value
target unit), or tO create a new unit of kelemn as well as che chosen. Skelemns will be armed with a hand weapon and
Casting Value he i anempting (3 +. - + or 11 +), before he shield.
rolls the dice to cast.
If less than five models are created, the spell has failed to
The higher che Casting Value chosen, the more effective che work and no models can be placed on the table. Units
result of the spell will be if cast successfully. created in this way must be deployed at least 1" away from
any enemy, but may be in any formation and facing any
M WS BS s T w I A Ld direction. Immediately calculate the Victory Points value of
Skeleton 4 2 2 3 3 1 2 1 3 the new unit (at 8 points per Skeleton) and record it.
-eapons and Armour: Black Axe of Krell, Chaos armour (4+ Armour Save). He
• ,,..ears the Crown of the Damned.
:-ne King of Wights: In Krell's hands his clreaclecl weapon reaches the pinnacle of
-. dark powers. It delivers a Killing Blow every time Krell rolls a 5+ on his rolls to Laws of Undeath
und. As Undead, Kenunler and Krell
have the following special rules:
31ack Axe of Krell: The Black Axe of Krell is a great weapon and follows all the
-_les for normal great weapons. Also, any model that suffers 1 or more wounds Immune to Psychology
m the Black Axe must roll a D6 at the start of both its own and its enemy's Undeacl are Immune to Psychology
f:igic phases for the rest of the game. On a roll· of 1 or 2 it (see the Warhammer rulebook).
-:iffers 1 more wound with no Armour Save allowed (Ward
·.ises can be taken as normal). Cause Fear
,el Undeacl cause fear (see page 81 of
to his rrown of the Damned: This crown confers a 4+ Ward the Warhammer rulebook).
•ive upon the wearer. The wearer is subject to stupidity
::,·en if the model is normally Immune to Charge Reactions
':·chology). Unclead can react to charges only by
r the holding.
3y chis time, Krell and the Crown have become
: ·eel into a single entity - as a result, the Crown Break Tests
:o -nay not be clestroyecl by spells such as Vaul's Uncleacl cannot be broken, but if
... nmaking. Kemmler and Krell are beaten in
combat, they suffer one additional
(If the :be profile given here represents Krell at the time of the wound for every point they lose the
ig the 3attle of the Cairns, where the Crown of the Damned is combat by (no sa,·e� of any kind, not
n, his starting to erode his will-powe,; leaving him ever more even Regeneration or \X'ard Saves. are
rnself .iependant on Kemmle1: If your army includes Heinrich allo"·ed against such wounds). If
,=;e,nmle1; it may also include Kre/1, who counls as a Hero either are wiped out by combat
:e. He ,/Joice. He must be fielded exactly as represented here. re elution in the ftrst n1rn of a
rmay _md may not be given any additional eq11ipme11/ or combaL the enemy gets the option to
gicks. magic items. make an o,·errun move as normal.
I�hCir
. :::c barbarian tribes of the north and thought. In fact, Kcmmlcr's wanderings
mastcr :hen turned against the Dwarfs to the in the mountains had been subtly
l
and ;vuth. This was during the period the guided by Nagash as part of a cunning
ctold Dwarfs call the Time of Woes. when plan that would free Krell and unite
::icir empire had been riven by him with the Lichemaster, so that he
:uthquakcs and volcanic explosions. could unleash these two powerful
has �en assaulted by massed tribes of undcad champions against Brctonnia.
cd Ores. Goblins. Skavcn and other evil Nagash's plans suffered a minor
cars ;mtures. Krell allied with the Night setback following the heavy casualties
uk Goblins who stormed the Dwarf their forces suffered at the Battle of
: of strongholds of Karak Ungor and La Maisontaal Abbey. but in time they
OS Karak Varn and his name is recorded arc sure to bear terrible fruit.
Skull many: times in the Great Book of Unfortunately for Krell. his withered
ith a Gru<l cs. He was finally slain by the form is proving increasingly
f
Dwar hero Grimbul lronhelm during susceptible to the corrupting
bbcy rhc assault on Karak Kadrin. energies of the Crown of
the Damned - only
Hundreds of years later, Heinrich Kemmlcr's powers now
ID Kemmler came across Krell's tomb. He sustain him.
�cash struck a deal with the warrior and
lcs freed him to do his bidding, or
ln.
,n
ire.
of
0 f all the Grail Knights in the
service of Brctonnia. few arc so Sir Amalric of Gaudaron Points: 160
famed as Sir Amalric of
Gaudaron Keep. scourge of the M WS BS S T W I A Ld
undying and blessed champion of the Sir Amalric 4 6 3 4 4 2 5 3 8
Lady of the Lake. As a young knight. Warhorse 8 3 0 3 3 1 3 1 5
f
Amalric asscd his early years in the
service o Baron Prithard of Sir Amalric coums as a Hero choice. He must be fielded exactly as represented here, and
Carcassonne. one warrior amongst many may not be given additional equipment or magic items.
in the Baron's service. Prithard. whilst
a noble and just lord. needed the Weapons and armour. Amalric has a mace, heavy armour and shield and rides a
support of worthy knights if he were barded Bretonnian warhorse. He also carries the Icon of the Lady.
to defend his domains. for though well
schooled in the courtly arts, the skills Vows and Virtues. As a Grail Knight, Amalric has taken the Grail Vow (he is
of diplomacy forever eluded him. As Immune to Psychology and his attacks are magical). He also has the Virtue of
such. he often found himself at odds Stoicism. (he and the unit he joins may re-roll failed Break tests).
with his peers and could rely on little
support from them. T hough young. Bane of the Undead. Amalric's presence is deadly to all manner
Amalric swiftly proved to have great of unfoing creatures, dispelling the unholy magics that bind
skill at arms. and he was soon them rogetber. Any Undead units in base contact with Amalric
confirmed as a full Knight of the at the tart of the Combat phase automatically suffer D6
Realm and appointed master of wounds. with no Armour Save possible. These wounds are
Gaudaron Keep. an old but serviceable distribured as combat casualties and count towards combat
castle on the foothills of the Vaults. re olution.
It was shortly after the young knight The Icon of the Lady. This holy relic protects Amalric "I
was installed in his domains. that the from the gra,·est of harm, shielding him from the blows ti
accursed lichc. Hardakh. rose from his of his enemies. The Icon bestows a 5+ Ward Save upon
crypt deep within the Vaults. and led .-\n1alnc and grams him Magic Resistance (1).
an army of mouldering corpses into tl
the southern Carcassonne territories. tl
Amalric was one of many bold knights .\Jar� Bedford·s model of ir Amalric uses pieces from
who met with Hardakh upon the field the J.:nzgbts of the Realm and men-at-arms sprues.
of battle. It seemed �
that the blessing of C
the Lady flowed tl
through Amalric with the vampiric echo of Sir Morten the himself to the path of the Lady.
unprecedented vigour. Black. scourge upon the lands about s1
for the Undcad G1udaron for some two hundred years, To this day. ballads arc still sung of ti
warriors could not aged and died even as he offered the Oucst of Sir Amalric - largely on Ii
stand before him. challenge to Amalric. With his army the insistence of his family. who 0
Wherever Amalric crumblmg about him and the men of benefited greatly from his fame. D
rode, the Brctonnia emboldened. Hardakh had no T hough some of the claims made of C
Necromancer's evil choice but to retreat from battle Amalric's travails arc mythical - he did
magics seemed to ebb (though within a league. his undcad not engage in a game of riddles with
and fade. Skeletal form suffered a short but pointed one of the fey folk - or embellished
warriors collapsed into encounter with Baron Prithard's favorite - the Chaos Champion Karnak had
dust and spectral hippogryph. Dagonct). Recognising the merely three heads. not five - he
hosts dispersed instrumental role that Amalric had performed many great deeds. On the
in the wind at played in the victory. the Baron slopes of the Grey Mountains, Amalric
his coming. offered him rank and great wealth. bclicadcd the ferocious Bcastlord
Even Such a reward would have Sbadcflcnch and scattered bis followers.
brought a new age of comfort It was Almaric who single-handedly
on Amalric's impoverished defended the Tower Perilous from
family yet, spurred on by Goblin raiders. and he who twice
visions and faith. the young defeated and slew the Barrow King.
kllight chose instead to commit Bracht the Eternal. Ultimately. with
the blessing of the Lady as his guide
and companion, Amalric s quest was a
successful one. On the banks of the
Briennc, Amalric supped from the
Grail and truly became the chosen of
the Lady of the Lake. Little was he to
know that the greatest trial of his life
was et to await him for. shortly after. a
l
the ady bade him ride deep into the
fey and dangerous forest of Athel b
Loren where be would confront one of 0
the most powerful Necromancers to t
ever walk the Old World.
Durthu - Treeman Ancient Points: 450
M WS BS S T W I A Ld
Durthu 5 6 0 6 6 6 1 5 8
Durthu counts as a Lord and two Hero choices. He must be fielded exactly as represented
here, and may not be given additional spites.
'freeman Ancient. As an incredibly old and powerful Forest Spirit, Durthu has no
need of weapons to crush his foes - though he is infested with an Unburden of
Thietlings (see below). He follows all the normal rules for Forest Spirits (ie, has a
5+ Ward Sm·e that is negated by magical attacks, is Immune to Psychology and may
nor join units). Dunhu also causes terror.
Tough Hide. Durthu's 'skin' is gnarled and dense, even by the standards of
Treemen - he has a Scaly Skin Save of 3 +, \Xlhenever Durthu is wounded, he treats
the Armour Save modifier of the attack as being one less than it would normally be
(ie, a Strength 5 attack would only confer a -1 Save modifier).
.
One Tree Short of a Forest. Dunhu has seen incursion after incursion lay waste
to his beloved groves. He is stubborn and may re-roll any missed rolls to hit in
A
mongst the eldest of all the close combat. Unfortunately, his eagerness to exact revenge upon particularly vile
Ancients of Athel Loren. forest-despoilers often leads Durthu to fixate upon one particular enemy who he
Durthu can remember a time judges to be the one most responsible. At the start of the game, the opposing
when the Elves dared not walk within player may nominate one of his own units as a group of ruthless, tree-killing
the forest. Like others of his kin, he individuals who have been guilty of earning Durthu's ire. At the start of each Wood
once longed for a time when the Elf Compulsory Moves phase, Durthu must pass a Leadership test or move directly
groves of Athel Loren did not suffer towards the chosen unit if it is visible, charging it if he can. If unable to charge the
the presence of any outsiders. Over chosen unit he may charge a different enemy; providing that it brings him closer to
time, however. what was once a the chosen unit.
burning hatred has faded to the merest
ghost of irritation - proof positive Strangle Roots. Durthu can plunge his roors into the ground, only to have them
that even the oldest and most stubborn re-emerge from the soil many feet awa}� clutching and tearing at the foe. The
creatures can change if the span of Treeman may use this ability during the Shooting phase. This attack may be used
time is sufficient. In truth, the Dwarfs even if the Treeman marched. Pick one unit within 6" - the target does not have to
must bear some responsibility for the be in the Treeman's line of sight though otherwise follows the normal targeting
softening of Durthu's attitudes towards rules. That unit takes an Artillery dice worth of Strength 4 hits (Strength 5 if the
the Elves. Shortly after the Elves target is at least partially within a wood). On a Misfire, nothing happens.
began to live in Athel Loren, a band
of Dwarfish explorers blundered into Tree Singing. Durthu may cast the spell Tree Singing twice
Durthu's groves, felling many trees and each Magic phase. This is a Bound Spell with a Power
even taking an axe to the ancient Level of 3.
himself. thinking him to be no more
than a particularly large and flammable Unburden of T hieflings. Durthu is infested with
looking variety of oak. spites possessed not only of seemingly
inexhaustible malicious energy but also a
The scars that Durthu took that day kleptomaniac streak a league or so wide.
have never healed, though it is certain When these spites swarm over the target
that he had the better of the encounter they use their razor sharp claws to filch
as not one of the luckless Dwarfs anything that takes their fancy (peculiarly;
survived to tell the tale. It is certainly this tends to be all manner of clasps,
possible that Durthu began to feel buckles and pins, although it has been
more kindly towards the Elves from known for several to work together in
that day forth. This may have been acquiring a particularly shiny helmet). These
because he realised that they were spites act as a missile weapon with a range of 12"
respectful of the forest (for mortals). that always hits on a 4+ and inflict D6 Strength 2 hits
More likely. it was the way that many (this may target a different unit to his Strangle Root
of them came to spectate whilst the attack). In close combat these spites give Durthu an
furious Treeman repaid the indignity of additional D6 Strength 2 attacks. Any enemy units that suffer
his situation upon the Dwarfs. wounds from either of these attacks is counted as being
interfering only to herd the frantic subject to the effects of the spell Ti·ansmutation of Lead for
interlopers towards Durthu, letting out the remainder of the game.
the occasional cheer when a Dwarf met
a particularly entertaining death. Tree Whack. Durthu is a an unstoppable force, able to
Unfortunately. Durthu has never really smash things that 'l'-ould be proof against other weapons
been the same since, and whilst the with a single. well-chosen. strike. Rather than making his
other Ancients tend to sleep through normal attacks, Durthu may choose to make a single
the years, he stays awake and alert. just Strength 10 attack that causes D6 wounds.
waitmg for a foe to show itself.
www.games-workshop.co. uk/Woodelves 1 OS
Scenario: The Field of Bones
R
Overview combination of armies (it is, in effect, a
:be attacker is making a final attempt to last stand). If playing the scenario with
::rush the forces of the defender. If they different forces, both armies are chosen
'ail, their realm, and much of the world, from the relevant Warhammer army list
· doomed. as normal.
www.games-workshop.co.uk/woodelves 93