You are on page 1of 27

J"<t RETURN OF THE�

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.

Mat: one of my favourite characters in the Warharnmer


background is the infamous Lichemaster, Heinrich Kemmler.
Quite why, I really can't say - though I do like the hat. As a
happy coincidence, one of the better documented of
Kemmler's grandiose schemes involves the Wood Elf realm of
Athel Loren. I've written a series of scenarios to re-enact the
Battle of the Cairns. Along the way, it somehow grew into a
whole slew of special characters, and even a variant army list all
of which will unfold over the next couple of months.
Great carrion, summoned by Kemmler became weaker still. Orion succumbed arrows before disappearing once more.
from the southern deserts, began to to the flames of his pyre, and Ariel Nevertheless, their numbers were too
perch upon the cairns, scrabbling and began her slumber within the Oak of few to halt the unliving.
digging for the bones of the long­ Ages. It was then that Kemmler struck.
forgotten dead. With the forest still A grand battle finally took place in a
slumbering in winter's embrace, the Under a spell of concealment, Kemmler massive glade, deep within Athel Loren's
Elves could not ignore such an emerged from his hiding place and borders. Thousands of stoic Eternal
incursion. Ythil the Hawk-eyed led his began to conduct a vile ritual, with Guard advanced on the foe, led by the
Kinband of Warhawk Riders against the knowledge stolen from the vaults of the warrior-elder Sceolan, while Glade
foul creatures. With surprise on their cursed Castle Vermisace. AU across the Riders galloped around the flanks.
Overhead, Ythil the Hawk-eyed and his
ns side, the Elves descended upon the
undead beings, destroying many of them
wild heath, the tombs and cairns were

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

KEMMLER AND KRELL


These miniatures are
among the many classic
' models available
through Games
\ Workshop Direct and
from the Games
Workshop Online Store.

Krell £6 Heinrich Kemmler £6


Banner Pole 9947020701702 947020701301
Body 9947020701701
s
Over
The attao
crush tll�
fail, the·
is doom

Part Three: The Field of Bones - Imperial year 2497

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...

The forces of Kemmler endanger


the future of Athel Loren, forcing
the slumbering tree spirits to once
again come to its defence

92 RETURN OF THE LICHEMASTER


Cbe history of Oeinricb Kemmler
Kenunler's history is long, filled with crypt before finally being able to 2479 Theobald orders the holiest of
dark deeds and terrible acts. His escape and defeat Crovan and weapons removed from their
origins are clouded and his story his acolytes. In victory he takes shrines and carried to war
reveals itself reluctantly, for Kenunler the name Lichemaster. against Kemmler's fort,-ess.
is the only true source for these Though the king is slain, the
events and his word cannot be said to 2460 Kemmler constructs the great Lichemaster's armies are
be free from bias. fortress of Krinal in the Vaults c,-ushed and his fortress is
and sends his armies against the thrown down. Badly wounded,
2401- Already a powerful northerly lands of Tilea. Kemmler escapes with his life
2410 Necromancer, Kemmler makes a and flees deeper into the Vaults.
journey to the lands of the Dead. 2464 An Empire hedge wiza,-d
Though most Tomb Kings react mistakenly animates the 2480 Taking advantage of Kemmler's
with hostility to his presence, he remains of Brachnar the illfortune, Brachnar ambushes
learns much from those who will Damned. After feasting upon his the Lichemaster. In an epic
treat with him. Kemmler returns unwitting saviour, ·the vampire display of sorcery that lasts three
to the Old World with the goal of spends the next fifteen years days and three nights, Kemmler
creating a realm that will rival gathei"ing fresh servants to him once more bests the Necrarch
the great Necropolises of the and plotting his revenge against and shatte1·s bis armies, but is
south. Kemmler. driven to the edge of madness in
the process. A shadow of his
2412 Kemmler gathers a dozen lesser 2470 The Dukes of several Tilean cities former self, Kemmler spends the
Necromancers to him and secretly pledge allegiance to next decade as a beggar,
educates them further in the Kemmler to spare themselves the wandering bis way through the
Dark Arts. Sensing the emergence worst of his raids. The Grey Mountains and the Vaults.
of a rival, the Necrarch Brachnar Lichemaster turns his attention
the Damned subverts several of to the Bretonnian province of 2491 Guided by unseen hands,
Kemmler's followers and forms Carcassonne. Kemmler stumbles upon the
the Council of Nine. burial mound of the dead Chaos
2415- 2475 Kemmler destroys the Champion, Krell, and raises him
2419 Estalia becomes a battleground Bretonnian town of Breganalle back to life after striking a
between Kemmler and Brachnar. and raises its inhabitants as dreadful pact with the gods of
The Estalian militas do what undead vassals. 17Je Duke of Chaos who restore bis wits to
they can to protect the citizens of Carcassonne leads his am1y him. At the head of a powei ful
the realm, but it is not until against Kemmler but is beaten Undead horde, the two sweep
Kemmler pursues his eneinies soundly. Tbe torn and ravaged down into Bretonnia before
northwards into Bretonnia that remains of tbe Duke and his being beaten by Skaven
the land is truly safe. household knights are later treachery and tbe valour of
found lasbed to stakes along the Tancred of Quenelles at the
2420 Keinmler crushes the legions of side of the Breganalle road. King battle of La Maisontaal.
the Council of Nine in the hills Theobald II is dismayed and
beyond Quenelles. Brachnar outraged by these occurences 2495 The Battle of Montfort Bridge.
the Damned escapes to and offers a vast reward to any Duke Tancred of Quenelles
Bogenbafen and gathers bis man who can lead the armies of confronts Kemmler and Krell
followers tu fortify bis lair in the Bretonnia to Kemmler's lair. once more but is abandoned by
Reikwald forest. his followers. The Lichemaster
2478 In midwinter King Theobald sends the reanimated corpse of
2422 The defences of Brachnar's lair learns the location of Kemmler's the Duke to bear greetings to
almost prove too strong for stronghold in the Vaults and King Feramand.
Kemmler's forces but, after two leads an a,-my into the
years in which the soldiers of the mountains. After a bloody siege, 2497 The Battle of tbe Cairns. Kemmler
Empire refuse to enter some the Lichemaster's sorcery undoes finds his way into Athel Loren
areas of the Reikwald fo1·est, the Bretonnian army, who are and animates the Barrow Kings.
Brachnar is reduced to dust forced to retreat through the

2440-
during a sorcerous duel.
..
snow. Theobald vows to return.

2445 Kemmler enters the cursed


Castle of Vermisace, searching
for one of the Nine Books of
Nagash. Despite his spells of
protection he is ensnared by the
ancient Liebe, Crovan, who
keeps the Necromancer
imprisoned as a lesson in
humility. Kemmler spends the
next five years in a lightless
MODELLING CAIRNS
Build some game specific terrain and bring your scenario to life (or death!)
Stone Texture
T hroughout this article we refer
to 'Stone Texture'- this is a mix of
What could be better to refight the Battle of the Cairns over than some actual cairns?
thick gravel, modelling gravel and
(Okay a full-on acre of Athel Loren would be pretty cool too, but we've covered trees
modelling sand, which is glued to
many times before...) Cairns are simple to make, look great and instantly add a bit of
the surface of the scenery with sculptu
flavour to your game. Now Heinrich Kemmler and sidekicif Krell can instantly feel at
PVA glue to give the appearance layers
home, surrounded by burial grounds of ancient Old World warriors with which to
of layers of individual stones. top la
practise their dark magicks. To make your cairns, you will need:
the bo
Tools • Textured paint Citadel Colour paints
• Modelling knife • Green flock • Chaos Black Cut a
• Long-bladed knife • Static grass • Scorched Brown andj
• Decorating brush • Citadel PVA glue • Codex Grey base­
• Large drybrush • Superglue • Fortress Grey flush
• Sprue of Skeletons. • Skull White
Materials • 25mm round bases.
• 10mm foamboard • Plastic glue
• 25mm polystyrene foam • Modelling sand To
• Thin wood • Modelling gravel of
• Slate • Thick gravel pie
doo

..
ad
.CAIRNS#
·""

Stan

4nr brush with


y

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

62 RETURN OF THE LICHEMASTER


rplement your cairns with a barrow
' you·u really be spoiling the
�dead. This barrow is made by
..Jpting a smooth round hill from two
ers of z;mm polystrene foam. The
p layer should be 110mm wide and
e botcom layer 1;omm wide.

Jt an entrance way in 30mm wide


-d just as deep. Add a thin wooden
,e - make sure the polystyrene sits
u h onto the base. Bevel the edges.

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.

:-anding Stones Finishing the Models


Even though you are going to cover the barrow with a coat of green flock, it's
worthwhile taking the time to paint the surface completely first. If any of the flock
should wear away over time through handling, then the earth colour will show
through underneath, which looks quite natural, unlike a Chaos Black undercoat.

1 Drybrush the 2Apply a 3 Finally, apply a 4 Finish off u·ith


whole base drybrush of light drybrush a thin coat of
with Bestial Graveyai·d of Bleached PVAglue and
Brown. Earth over the Bone. liberally apply
top. green flock.

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.

2 Choose a piece of slate to }It on top


of the standing stones, then glue the
This offering to the gods is made
.from a piece of slate with plastic
These two examples are based on
skeleton spear hafts with the weapons
three pieces together with superglue, skeleton skulls a1'1'anged on it and cut off, leaving a metal collar on one
applying some stone texture to fill glued in place. and a leather strap on the other.
in the gaps.

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

reatures An army does not have to include the maximum number of


Undead heroes allowed, it can include fewer than indicated. However,
an army must always include at least one character: the
General, who in this case is always Heinrich Kemmler.
loses a
"three Choosing troops
Undead Troops are divided into Core, Special and Rare units. The
nds. number of each type of unit available depends on the arm
Armour points value, indicated in the chart below.

Army Core Special


Points Value Units Units
2,000 or more 3+ 0-4
3,000 or more 4+ 0-5
4,000 or more 5+ 0-6
Each + 1,000 +l minimum +0-1
KEMMLER'S ARMY OF THE CAIRNS
Core Uni
Army of,
Units tha

Lords Heroes Simul


culpted
Heinrich Kemmler and the d
Compulsory choice.For rules Krell, King of Wights it is said
and details see White Dwarf 309 Compulsory choice.For rules and full n
or log onto: and details see White Dwarf 309 each anci
or log onto: ro watch
www.games-workshop.com confront
www.games-workshop.com Kemmler,
Kemmler is available from the ma new
online store and GW Direct. Krell is available from the online
store and G\'\' Direct.
Simulacru

Shadow Druid 70 points 1 + Barrow King 100 poinr.s Unit Size:


Kings have ever been surrounded by advisors, courtiers and Each barro\\· complex was built to house a single great king an
wizards, and those entombed within the barrows are no his entourage. The greatest of the old kings were buried with Weapons;
exception. In life, these druids counselled their masters on servants to attend them in the next world and warriors to guar_
the whims of the many gods, and of the future mapped in the them. Most moulder through the centuries, surrounded by the pedal Ru
stars. They were also the architects of the barrow complexes. burial gifts of their people and ossified remains of their
and performed the rituals that accompanied a king into the followers, but some are not so fommate. Many Necromancers
next life. Unlike a king's otber servants, the drnids would not covet d1e service of a Barrow King's entourage and seek out :rhe Simula
pass into death alongside their master, but would instead their burial sites with me aim of raising tbe fallen ruler - and h --nadefrom
serve new rulers until the spark of their life was almost spent. legion - into their service. 'Tight mode
As death stirred to claim him, a druid would imbibe of a -esemble st
magical poison that, tbough causing a terrible and agonising M WS BS s T w I A Ld gain, suita
death, would allow their spirits to endure and watch over the Barrow King 4 4 3 4 4 2 4 3 9 ·ould be cl
barrows for eternity. Chariot 5 5 4 \'arriors or
Skeletal Steed 8 2 2 3 2 1 ampire Co
M WS BS S T W I A Ld 011/d be us
Shadow Druid 4 2 0 2 2 2 2 1 10 Unit Size: 1

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

96 RETURN OF THE LICHEMASTER


CORE UNITS
�ore Units are the most common unliving warriors in the
.\rmy of the Cairns. There is a minimum number of Core
�nits that must be fielded, as previously described.

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+

Weapons and Armour: Hand weapon.


· ors to guar�
mded by the Special Rules: Undead Constructs.
their
omancers
seek out The Simulacra are These Skeleton Warriors have been assembled from
!er- and h.. ?Wde from classic the plastic sprue, with a handful of scratch-built
Wight models painted to components used to add a little variety.
resemble statues. Once
A Ld Jgain, suitable alternatives
3 9 .,•ould be classic Chaos 1 + Skeleton Warriors Points/Model: 7
Warriors or Vampires. In a It was tradition that when one of the old people's kings was
1 Vampire Counrs ar111y, these buried, they would be escorted into eternity by loyal vassals.
could be used as Spirit Hosts. Men from all walks of life were entombed alongside tl1eir rulers
in mis way, from unwilling slaves to the most dedicated and
experienced of me king's royal guard. Most common, however,
and are mose warriors who made up tl1e bulk of the old king's
Ghosts warbands - now animated to ghastly unlife as Skeleton
Points/Model: 60 Warriors. The lesser kings would perhaps only have one such
y of the ome servants were sacrificed to unit of warriors, whilst the greatest would have legions beyond
defend or attend to tl1e king in his next life, but others were number.
chosen to protect his earthly remains from grave robbers and
other ne'er-do-wells. Such beings drift between tl1is world and M WS BS s T w I A Ld
the next, insubstantial creatures that cannot interact witl1 the Skeleton 4 2 2 3 3 1 2 1 3
adefrom mortal world, bound forever to guard their master's corpse. Skeletal Chieftain 4 2 2 3 3 1 2 2 3
ic Chaos Though they lack physical form tl1ey are deadly nonetheless,
for Krell. for meir very presence burns the living witl1 a blistering cold. Unit Size: 10-40
d use any Ghosts do not count towards your minimum number of
rd or Core choices. Weapons and Armour: Hand weapon and shield.
. In a
the M WS BS s T w A Ld Options: • Any unit may replace their shields witl1 great
used as a Ghost 6 2 0 3 3 1 1 0 10 weapons ( + 2 points/model)
• Any unit may be equipped with javelins
Unit Size: I ( + 2 points/model)
• Any unit may be equipped with light armour
Weapons and Armour: Hand ( + 1 pt/model)
weapon • Any unit may be equipped with spears
( + I point/model)
Special Rules: Undead, Tormented, • Any unit may upgrade one Warrior to a Musician
Etl1ereal, Chill Attack. for + 5 points
• Any unit may upgrade one Warrior to a Skeletal
Chieftain for + 10 points
This Ghost is a model from the classic • Any unit may upgrade one Warrior to a Standard
range, and 111akes a perfect Banshee in Bearer for + 10 points
a Vampire Counts army.
Special Rules: Undead.

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

Embalmed Ones Points/Model: 12 Barrow Guai


Whilst the slaves of the old kings were burnt alive atop great Dread Guar
pyres, so that their essence would continue to serve in
the shadow land of the dead, those bondsmen who Unit Size: 1
served the ancient kings willingly were subjected to a
form of mummification. Though the techniques used in Weapons
their preservation are primitive in comparison to those lrl110Ur.
used on the rulers of Nehekhara, the corpses have endured
the centuries in a remarkably intact - though highly Options:•
combustible - state.

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

Unit Size: 5-20

Weapons and Armour: Hand weapon.


This unit of Embalmed Ones has been made from several classic \ Standard
Options: Upgrade one model to a Cadaver for +14 points. Mummy models. If you wish, you could substitute Tomb Guard JP to 50 poi
models from the Tomb Kings range. The models could be used
Special Rules: Undead, Flammable. as a unit of Grave Guard in a Vampire Counts army. ·pecial Rule

Special Rul

Unquiet Horsemen Points/Model: 16 Unit Size: 5-16


ln the ancient kingdoms of the Old World, and in marked
contrast to the Nehekharan kingdoms further south, horsemen Weapons and Armour: Hand weapon, spear, light armour
were comparatively rare. Most kings saw little point in and shield.
maintaining battle-trained beasts, for such creatures caused
additional complications in the support of an army and so only Options: • Any unit may replace their spears witl1 lances ( + 1
the wealthiest of warriors chose to fight from horseback. As a points/model)
result, only. a few score of Skeletal Cavalry are available to • Any unit may replace their light armour with hea,•.
Kemmler at the Battle of the Cairns, carrying their long spears armour ( + 2 points/model)
for a new master. • Any unit may upgrade one Unquiet Horseman to a
Musician for + 5 points
M WS BS s T w I A Ld • Any unit may upgrade one Unquiet Horseman to •
Horseman 4 2 2 3 3 1 2 1 5 Chieftain for + 10 points
Chieftain 4 2 2 3 3 1 2 2 5 • Any unit may upgrade one Unquiet Horseman to �
Skeletal Steed 8 2 0 3 3 1 2 1 5 Standard Bearer for + 10 points

Skeleton plastics and a little green stuff have been


used to create these Unquiet Horsemen. Black Knig
would make for a simple alternative.

98 RETURN OF THE LICHEMASTER


Barrow Guardians Points/Model: 12 Tomb Stalker Points/Model: 45
"be Barrow King's greatest warriors often died shortly after Many forms of defence exist within the barrows of Athel
:neir lord, willingly casting off the shackles of their life to guard Loren, yet the most deadly of all are the ancient constructs
:an be fieldec. .lim in the next. T heir bronze and flint weapons, though that stalk within the confines of the tombs, tireless
::irnished and worn, are still deadly tools that remain more abominations that exist only to slay the living. These horrifying
;nan capable of inflicting death upon the living. beasts come in many forms and are forged from diverse
materials, depending upon the whims of the priests that
M WS BS s T w I A Ld commissioned them, yet all are fashioned to prey upon the
3arrow Guardian 4 3 3 4 4 1 3 1 8 primal fears of mortal creatures.
Dread Guardian 4 3 3 4 4 1 3 2 8

'L'nit Size: 10-30

Weapons and Armour: Hand weapon, corroded heavy M WS BS S T W I A Ld


:innour. Tomb Stalker 6 4 0 5 5 4 3 4 8

Options: • Any unit may be equipped with shields Unit Size: 1


( + 1 points/model)
• Any unit may be equipped with great weapons Weapons and Armour: Claws/tails/fists etc
( + 3 points/model) (depending upon the preference of the
• Upgrade one model to a Dread Guardian for sculptor).
+ 12 points
• Upgrade one model to a Standard Bearer for Special Rules: Undead Construct.
+12 points
• Upgrade one model to a Musician for +6 points

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

Kemmler's dreaded army

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

RARE UNITS Power Sto

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

Unit Size: 10-20 Magic


Shield of
Weapons and Armour: Throttling dead hands. The origin
enchantm
Special Rules: Undead, Ethereal, Tormented, Spirit Levv
.f Counts as

Winged Nightmare Points/Model: 17:- Talism


T hese horrifying creatures are an unholy fusion of the :-he Ring
reanimated corpses of great monsters such as Manticores and :>tie of th
Griffons. Only the most powerful of all Necromancers attempt · ..:as a dei
forge such a beast, for the magics involved are capricious and pon thos
wilful at best and, at worst, can leave the caster a twisted and
(more) insane wreck. His foothold within Athel Loren secure. !be Ring
Kemmler summoned several of these horrifying beasts to him. ;Ia woun
confident that their might would help him prevail. r the res
. ;cholo
M WS BS S T W I A Ld
Nightmare 6 4 O 5 5 4 2 3 Hide of

Special Rules: Undead, Fly, Terror, Large Target, Impale.

\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

100 RETURN OF THE LICHEMASTER


RRCn€0CO@ICRC RRC€fRCC6
In this section the common magic items are listed first (see the Magic section of the Warhammer
rulebook). They are followed by a list of 'Army of the Cairns only' magic items. These items can only
be used by models chosen from this list and must be selected within the points limitations set by the
army list. Note that all the rules for magic items presented in the Warhammer rulebook also apply to
Army of the Cairns only' magic items.

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.

el: 1 75 Talismans The Barrow King's chariot can fly.


The Ring of the Cailledh 30 points
res and One of the ancient Gods of the barrow people, the Cailledh Charm of Defiance 15 points
nempt to was a deity subject to fits of great rage - a trait she bestowed Tbe trickster goddess of the barrow people delighted in
us and upon those who followed her. confounding enemy mages. Tbis Charm binds a portion of her
ed and power to the bearer, interrupting the flow of magic to enemy
.ecure. The Ring of the Cailledh confers a 5+ Ward Save on the bearer. wizards.
o him. If a wound is saved in this way, the model is subject co Frenzy
for the rest of the game, even if normally Immune co You may use a Charm of Defiance in your opponent's Magic
Psychology. phase co add 2 dice to your Dispel pool. A character may carry
'A Ld any number of Charms provided they do not exceed their
3 5 Hide of Retribution 25 points magic items limit.
Fashioned from the pelt of a mountain bear, now heavy with
e. the dust of ages, this cloak is covered in runes of vengeance Charm of Destruction 15 points
Bound Spell Power Level 4 (One use Only)
Any model that hits the wearer in combat takes an automatic Tbis Charm urges the barrow people's god of the dead to smite
hit of the same strength for each successful hit they inflicted. the bearer's enemies with crushing force.

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.

1 K rcll was a mighty Chaos Champion


lonij before the birth of the Em ire.
f
At this tune there were only a handfu of
scattered tribes of Men who were nothin g
more than barbarians with few skills and Ii
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 LORE OF D6
1
2
Spell
Invocation of the Lichemaster
Desiccating Grasp
Casting value
3+/7+/11+
6+
THE LICHEMASTER 3
4
Eternal Vigour
Withering Gaze
7+
8+
5 Kemmler's Danse Macabre 10+
6 Curse of Eternities 13+

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.

·Heinrich Kemmler, the Lichemaster (9947020701301)- --


and Krell (9947020701701) (9947020701702) are ·
'available to order from Direct. Sec page 126 for details.
Desiccating Grasp Cast on 6+
Remains m plaY) Kemmler's Danse Macabre Cast on 10+
The Necromancer has the ability to cause anything he touches The Undead are filled with an unholy magical energy that
to age centuries within a second, destroying the bodies of his causes them to stride across the battlefield with a speed that
enemies and enslaving them. NJ he grips his opponent tightly, even most mortals are unable to match. Adapted from one of
r.he victim's flesh and all his possessions are instantly turned to the most infamous spells in the great Necromancer Vanhal's
dust which is scattered by the wind of ages. If a foe is slain repertoire, this incantation can mean the difference between
whilstKemmler is under the effects of this spell, their form is victory and defeat forKemmler's army, This spell can be cast
reanimated as an Undead minion. This spell can be cast by the on a friendly Undead unit that is within 24", and which is not
Lichemaster on himself, even if he is in close combat. Once it already engaged in close combat. The unit can immediately
bas been cast, the spell lasts until it is dispelled, or until the make a move of up to 811 in the same way as a normal move
W12ard decides to end it (which he can do at any time), made in the Movement phase (it can wheel, turn, change
attempts to cast another spell or is slain. formation or even reform) almough it may ignore any
hindering terrain or obstacles whilst it moves.
W'hilst the spell remains in play, any model wounded by
Kemmler is killed automatically, with no Armour Saves allowed. The unit can charge an enemy within 8" if opportunity permits
The enemy can take a Ward save, if he has any, but if the and the same rules apply as for a normal charge (except that if
wound is not saved the model is dead. This applies to all me charge is failed the Undead will still move the full 8"). A
models, of any size. If a man-sized model is slain in this way it unit that is charged by means of Kemmler's Danse Macabre
· immediately reanimated as a Skeleton underKemmler's can react to the charge as normal and must take the
control and placed in base contact with the Lichemaster. It may appropriate Psychology tests.
be placed in combat with ari enemy ifKeinmler's controlling "
player wishes, providing it is also in base contact with curse of Eternities Cast on 13+
Kemmler. (Remains in play)
The enemies of the Undead feel meir limbs become heavy and
Eternal Vigour Cast on 7 + their hair turns grey - death comes to claim their souls. This
Kemmler concentrates on animating the creatures under his spell can be cast on any one enemy unit within 24" (which
control. They attack with such speed and ferocity tl1at few can may be a unit in combat if the Lichemaster wishes).
defend against their flurry of blows. Target one of your own If successfully cast, the enemy swiftly starts to age. Roll a dice
Undead units within 18" and that is in close combat. In the next for each model in the affected unit. A model will suffer a
Close Combat phase all models in the unit attack first, even if wound on the roll of a 5 +. No Armour saves are allowed.
they have been charged, are armed with great weapons and so
on (even Zombies! This is the only exception to the Braindead Once cast, me spell remains in play. It lasts until dispelled, or
rule), and can re-roll any failed to hit and to wound rolls. until the Wizard decides to end it (which he can do anytime),
attempts to cast another spell or is slain. If not
Withering Gaze Cast on 8+ dispelled. ar the beginning of the caster's next
Bolts of Dark Magic leap from the Undead spellcaster's eyes. :Magic phase models in me affected unit
Where the beams touch the victims' flesh. their skin blackens suffer a wound on a 'fT. In me caster·s
and withers, sloughing away till the white gleam of bone is next .\1agic phase they "-ill uffer a wound
nsible beneath. This is a magic missile wim a range of 36". If on a 3+ and so on. to a minimum of 2+.
successfully cast, the Withering Gaze hits its target and causes . o Armour Saves are allowed.
2D6 Strength 4 hits. Characters who are part of a unit
Points: 190
M WS BS S T W I A Ld
• -di 4 5 3 4 4 3 4 4 6

-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 .eo .uk/woodelves 107


Scenario: The Unquiet Dead
The Lichemaster walks Athel Loren, • The Awakened (3 Tree Kin) line of sight if using the historical
searching for the cairns - at least, the • Morich· s Hunters (5 Waywatchers, participants, as none of the combatants.
dead beneath them - that hold the including a Shadow Sentinel) except Krell, will be slowed by them).
key to his latest scheme. It is not • Daemidd (Treeman)
without design that Kemmler has Deployment
come to Loren in the winter months. Alternative Armies 1. The defender deploys Daernidd's
The forest is vulnerable and its group This scenario can represent any Handmaidens anywhere within 6" of
consciousness will be too dulled to encounter where a pair of heroes the northern board edge.
easily thwart him. If left to his own attempt to fight their way into (or out
devices, he will cause great evil to ot) an enemy·s heartland - High Elves 2. The attacker deploys Krell and
Athel Loren and the nearby lands. attempting to breach a Druchii fortress Kemmler within 6" of the southern
perhaps. or a Chaos Sorcerer attempting board edge.
Overview to flee Middenheim.
The attacker is attempting to breach the Who goes first?
defenders' outer perimeter without If playing the scenario with different The attacker goes first.
being challenged if at all possible. If forces. both armies cof around equal
detected, the attacker's job becomes ,izeJ are chosccn from the rele,·ant Length of Game
much harder and the defender will be \"\arhJ.mmer arm,· h,t :is normal. but C ntil Kemmler is slain, or exits the boarc
able to rely on reinforcements. "ith the following exception: the
attackccr ma�· only choose characters. Victory Conditions
Historical Armies Heinrich Kemmler is victorious if he
The Glorious Forces of Battlefield exits the board from the north table
Heinrich Kemmler The table represents the outer edge of edge. Any other result is a victory for the
• Heinrich Kemmler, the Lichemaster Ache! Loren and should be liberally Wood Elves.
• Krell, King of Wights covered "ith forest (they will only affect
Special Rules
The Sentinels of Athel Loren The Wood Elves are initially unaware of
• Daemidd's Handmaidens (5 Dryads) the threat that approaches and it will
• Lladrel's Kinband (5 Wood Elf Scouts, take time for more aid to arrive. In eacl:
including a Lord's Bowman) Wood Elf Remaining Moves phase, the
• Doriel's Kinband (5 Wood Elf Scouts, Wood Elf player may move one unit, no:
including a Lord's Bowman) yet deployed, onto the board from a
• The Troupe of Skybreak table edge of his choice.
(5 Wardancers including a
Bladesinger) He must bring them on in the order
• The Sons of Equos (5 Glade Riders, they are listed above (ie, Lladrel's
including a Horsemaster) Kinband will move on first and Daernic.:
• Sceolan (Wood Elf Noble from an will move on last). In addition, the
Eternal Kindred - carries a Moonstone creatures of Athel Loren are not at the�
of the Hidden Ways and is best in winter, when the forest slumbe:-­
accompanied by a Resplendence of - all units with the Forest Spirit rule a.-.
Luminescents) subject to Stupidity.

60 RETURN OF THE LlCHEMASTER


The forest of A the/ Loren responds to Dryeha 's call as Durthu lumbers from sleep to remove the foul taint of the U11dead

Overview Alternative Armies Victory Conditions


The defender has only a small force, but The cenario is suitable for playing any The Wood Elves are victoriou if
raising more troops as the game game involving the summoning of Heinrich Kemmler is slain before the
,.:ontinues. The attacker is attempting to supernatural allies, such as a Chaos game ends. Any other result is a victory
end the flow of reinforcements by Sorcerer calling forth daemons, or a for the Lichemaster.
,laying the defender's general before the Tomb Kings Hierophant raising forth
game ends. followers from the scorching sands of Special Rules
Khemri. If playing the scenario with Once per Magic phase, Kemmler can cast
Historical Armies different forces, both armies are chosen Invocation of the Lichemaster from each
The Glorious Forces of from the relevant Warhammer army list of the cairns (not the barrow or burial
Heinrich Kemmler as normal, though the attacker should mound: these contain much more
• Heinrich Kemmler, the Lichemaster have about 50% more points than the powerful being that can only be
• Krell, King of Wights defender If using alternative forces, summoned at the ritual·_ height). This is
• The Animated Ones (20 Skeleton each cairn can raise 2D6x10 points of a a Bound pell v..;th a Power Level of 2
Warriors with spears) suitable troop type. and created as a -- casting le,·el of the
• The Reborn (20 Skeleton Warriors Jm-ocation with a range of 6 - it cannot
with spears) Battlefield be used to heal wounds Once Kemmler
The table represents the barrow glade. startS taking wounds. his concentration
The Fury of the Forest o woods may be placed further than 6' 'l'ill become di:,rupted and the speed at
• Drycha from the edges of the board. A large which he can raise minions from the
• Durthu, Treeman Ancient barrow is placed in the centre of the cairns will lacken. For each wound
• Sir Amalric of Gaudaron table v.rith a smaller burial mound 'l';thin Kemmler has taken, reduce the total of
• Durthu's Handmaidens (12 Dryads. 6" of it. Lx mall cairns are then placed ,kelecons summoned by one. In
including a Branch - ymph) at least 9· away from any table edge. addition. the creatures of Athel Loren are
• Drycha's Handmaidens (12 Dryad . not at their best in v.rinter, when the
including a Branch yrnph) Deployment forest slumbers - all units with the Forest
• Brocath's Handmaidens (12 Dryads, • The defender deploJ he, force ,pirit rule are subject co stupidity.
including a Branch ymph) within 6 of the barrow
• Dyserdd's Handmaidens (12 Dryads. • The arracker deplo� h� force,, v.;thin
including a Branch Nymph) 6' of a board edge of hi choice.
• The Awakened (3 Tree Kin, including
a Tree Kin Elder) Who goes first?
• Heartwood Tree Kin The attacker goes first.
(3 Tree Kin, including Tree Kin Elder)
• Brocath (Treeman) Length of Game
• Dyserdd (freeman) Six turns, or until Kemmler is slain.

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.

Historical Armies Battlefield


:be Glorious Forces of The table represents the barrow glade.
Heinrich Kemmler (3,500 points) ,No woods may be placed further than 6"
The Lichemaster's forces must include from the edges of the board. A large
Heinrich Kemmler and Krell. The army barrow is placed in the centre of the
.rself is chosen from either the table with a smaller burial mound within
,ault \'ecromancer's army list (printed in 6" of it. Six small cairns are then placed
le Warhammer Armies: Vampire Counts) or at least 9" away from any table edge.
::he Army of the Cairns list presented
.
later in this article. Deployment.
Eternai • The defender deploys his forces
chemas:e- The Wood Elves• within 18" of the centre of the board.
Final Gambit (3,000 points) • The attacker deploys his forces within
:olan ii:; This is chosen from Warhammer Armies: 6" of any board edge.
Wood Elves. In addition, the Wood Elf Special Rules
dng player may also include the following Who goes first? This is the final opportunity for the
efield. ,pedal characters: Drycha, Durthu, Sir The attacker goes first. defenders of Athel Loren to thwart the
nd Kre... .-\malric of Gaudaron (subject to the designs of the Lichemaster. They are
!Ster· normal army selection principles). Length of Game resolved to the deadly work that must be
the arm-­ Drycha will not be the general if taken - Six turns. done and have hardened their hearts to
> the fu:­ this is an exception to her normal rules. loss and fear - all units in the Wood Elf
:scaped Victory Conditions army may re-roll failed Psychology tests.
r into Alternative Armies Use the standard Victory Points from the The creatures of Athel Loren are not
tis heels This scenario is a grand battle, with the Warhammer rulebook - note that if at their best in winter, when the forest
and ec defender surrounded by his attacker and Kemmler is slain, the best result the slumbers, so all units with the Forest
is therefore suitable for almost any Lichemaster's forces can get is a draw. Spirit rule are subject to Stupidity.

www.games-workshop.co.uk/woodelves 93

You might also like