UNDEAD SPECIAL CHARACTERS
Any of the characters in this section may be used to lead the army if you desire, becoming the general of the army and replacing the general in the main army list. The points values for the characters do not include the cost of their magic items. This allows you the choice of fielding the characters without the magic items.
Nagash, Supreme Lord of the Undead..... 475 points
+35 points, Mortis - Blade of Death
+100 points, Black Armour of Nagash
+100 points, Book of Nagash
+40 points, Staff of Power
Your army may be led by Nagash. If you decide to do this he must be the general of your army and replaces the general in the main army list.
Profile M WS BS S T W I A LD
Nagash 6 7 7 7 7 7 6 6 10
Magic Items: Nagash always takes the following four items:
Mortis - the Great Blade of Death: A huge magic sword that adds +1 to Nagash's Strength, increasing it from 7 to 8. In addition, any wounds inflicted by the blade may be taken by Nagash and used to restore any of his own wounds lost earlier in the battle.
Black Armour of Nagash: Nagash's armour may only be worn my Nagash. It provides him with a 4+ armour saving roll against hand-to-hand or missile attacks, and gives him a 4+ saving roll against the effects of any magical spells or attacks. Neither of these saving throws is modified for any of the usual modifiers. Even damage by bolt throwers or stone throwers may be saved by the armour.
Book of Nagash: Any character who carries on of the Books of Nagash may increase their magic level by 1. This additional magic level allows the character to take an extra spell, which must be chosen from the Necromatic spell deck.
Staff of Power: The staff can be used to store up to four magic cards, with the exception of Total Power and Drain magic. Place the cards face down under the Staff of Power card instead of using them in the magic phase. The staff starts the battle with one card already stored in it: take one card from the magic deck and place it under the Staff.
Special Rules: Nagash is immune to psychology and causes terror.
Mannfred Von Carstein, Vampire & Necromancer Lord..... 475 points
Your army may include Mannfred von Carstein. He may lead your army if you wish, though he does not have to. If you choose him to lead the army then he replaces the general in the main army list.
Profile M WS BS S T W I A LD
Mannfred 6 7 5 6 5 3 8 3 9
Weapons/Armour: Mannfred is armed with a sword, and may ride a Skeleton Steed (+2 points).
Magic Items: Mannfred may take up to four items.
Special Rules: Mannfred is treated as having the same magic level as a Necromancer Lord - 4, and recovers Necromantic spells automatically.
Heinrich Kemmler, The Lichemaster..... 350 points
+75 points, Chaos Tomb Blade
+35 points, Skull Staff
+50 points, Cloak of Mists and Shadows
Your army may include Heinrich. He is a Necromancer Lord and may lead the army if you wish, though he does not have to. If you choose to use him to lead the army then he replaces the general in the main army list.
Profile M WS BS S T W I A LD
Heinrich 4 7 7 5 4 4 6 5 10
Weapons/Armour: Heinrich is armed with a sword, and may ride a Skeleton Steed (+2 points).
Magic Items: Heinrich may take up to four items. Usually he carries the following items:
Chaos Tomb Blade: For each wound the blade inflicts on a living creature, Heinrich may immediately take a magic card to use in the next magic phase.
Skull Staff: The opposing player must reveal what magical items and spells are held by any characters that are within 12" of Heinrich during the magic phase. In addition, thanks to the warnings given by the staff, Heinrich receives a +1 bonus to his dice roll when the attempts to use a dispel. This means that he will dispel a spell cast by a lesser wizard on a 2+, by a wizard of equal power on a 3+, and a spell cast by a stronger wizard on a 4+.
Cloak of Mists and Shadows: The Cloak allows Heinrich to cast the Necromantic Dark Mist spell at will once per magic phase. He may move 24" per turn, and he may move through solid objects and suffers no penalties for moving over difficult terrain or obstacles. He may not attack as long as the spell is in effect, but may cast spells. He may only be harmed by magical weapons and spells. Once cast the spell remains effective for the rest of the game, until it is dispelled, or until Heinrich decides to end it.
Krell, Lord of the Undead..... 160 points
+50 points, Armour of Protection
+125 points, Black Axe of Krell
Your army may include Krell. He may lead your army if you wish, though he does not have to. If you choose him to lead the army then he replaces the general in the main army list.
Profile M WS BS S T W I A LD
Krell 4 5 0 4 5 4 5 3 8
Weapons/Armour: Krell is armed with a double-handed axe, wears heavy armour, and may ride a
Skeleton Steed.
Magic Items: Krell may take up to three items. Usually he carries the following items:
Armour of Protection: The Armour counts exactly as heavy armour. It may be combined with shield/mount bonuses exactly like ordinary heavy armour. Krell rolls to save as normal. If he fails his normal armour saving roll he can immediately roll again, this time saving on a 4+ but ignoring saving roll modifiers for the strength of the attack. if this second roll fails, there are no further rolls and Krell is wounded.
Black Axe of Krell: The axe ignores armour, so any opponent hit by the axe may not take any armour saves that they may have. In addition, any victims that suffer 1 or more wounds from the Axe must roll a D6 at the start of each magic phase. On a 1 or 2 they take an additional wound from the slivers the Axe left in the wound.
If you are playing a campaign and a character with an infected wound survives the battle, roll a D6 for them: 1-3 = they die before the slivers can be removed; 4-6 = a skilled healer is able to remove the pieces before the character dies.
Special Rules: Krell is not affected by psycholgoy, and causes terror.
Dieter Helsnicht, Doom Lord of Middenheim..... 410 points
+65 points, Chaos Runesword
+50 points, Staff of Flaming Death
+200 points, Manticore
Your army may include Dieter. He may lead your army if you wish, though he does not have to. If you choose him to lead the army then he replaces the general in the main army list.
Profile M WS BS S T W I A LD
Dieter 4 7 7 5 4 4 6 5 10
Manticore 6 6 0 7 7 5 4 4 8
Weapons/Armour: Dieter is armed with a sword and staff, and rides a Manticore in battle.
Magic Items: Dieter may take up to four items. Usually he carries the following items:
Chaos Runesword: The runes carved into the blade increase the bearer's Weapon Skill, Strength and Attacks by 1 point each.
Staff of Flaming Death: Once per magic phase the staff may be used to cast a Flaming Skull spell. The flaming skull hurtles 24" striking the first model or unit in its path and inflicting D3 Strength 4 hits. Any unit that suffers one or more casualties from a flaming skull attack must immediately take a Panic test or flee.