UNOFFICAL NEW UNDEAD CHARACTERS AND SPECIAL CHARACTERS


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CHARACTERS

skullWraith Lord skullZombie Lord


Wraith Lord

Wraith Lord..........................135

Wraith Lords are Undead Heros. An Undead army may include as many Undead Heros as you wish within the normal limitations of the points available. Wraith Lords are undead and conform to all special rules pertaining to that condition

Equipment:

Scythe (double-handed weapon)

Weapons/Armour:

The Hero may be armed with any combination of weapons/armour allowed by the Equipment List.

May Ride:

The Hero may ride a Skeleton Steed (+2 points), a monster, or he may ride in an Undead Chariot at a cost of +40 points, +60 points if it has scythed wheels.

Magic Items:

An Undead Hero is entitled to up to two magic items chosen from the appropriate cards. Special Rules

Terror:

Wraith Lords are supernatural evil creatures of great power. They cause terror as described in the Warhammer rulebook. Wraiths are insubstantial creatures whose bodies are etherial. They can move through solid objects and therefore suffer no penalties for moving over difficult terrain or obstacles. They can move through buildings just as easily, but they cannot move through living creatures.

Immune to Psychology:

Wraiths are not affected by psychology themselves. They are immune to fear, terror, panic, and all other psychology tests.

Combat: Wraiths are insubstantial creatures and so cannot be harmed except by attacks from magical weapons or daemons. They are affected by magic spells. They can still be beaten in HtH fighting because combat results are not wholly dependent upon casualties.

Chill Attack:

The touch of a Wraith drains life from living creatures. Most creatures are drained in a single attack and are slain, but creatures with several wounds will be harder to drain. If a victim takes a wound from a Wraith then it must subtract -1 from all its combat dice rolls to hit. If the victim takes 2 wounds then it subtracts -2 from its dice rolls to hit, 3 wounds results in a -3 and so on.

Combat Results:

If they are beaten in combat, fail their Break test and are forced to flee then Wraith Lords are immediatly destroyed. If they win the combat then their enemy may flee (as troops beaten by creatures which cause fear or terror are automatically broken if outnumbered). Otherwise a unit fighting Wraith Lord must take a Break test at the end of every turn of H-T-H combat. This means it is possible for a unit to win the combat, but still end up fleeing if the Wraith Lord is not destroyed

Created by: BONEMASTER

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Zombie Lord

Zombie Lord.............................400 points Staff of Mortical Rot......................+150 pts. Zombie Lord are Undead Heros. An Undead army may include as many Undead Heros as you wish within the normal limitations of the points available. Wraith Lords are undead and conform to all special rules pertaining to that condition. An Undead army may include a zombie lord. It may lead the army if you wish. If you choose it to lead the army then it replaces the general described in the main army list. Weapons/Armour: The Hero may be armed with any combination of weapons/armour allowed by the Equipment List. May Ride: A Zombie Lord may ride a Skeleton Steed (+2 points), a zombie dragon, or he may ride in an Undead Chariot at a cost of +40 points, +60 points if it has scythed wheels. Magic Items: A Zombie Lord may take up to three magic items in total. The first of his magic items must always be the Staff of Mortical Rot STAFF OF MORTICAL ROT Exhausted on a d6 roll of 1 or 2. Special Rules A Zombie Lord is a Level 3 Necromancer and may choose its spells from the Necromantic and the Nurgle spell decks. Note that its first spell must always be chosen from the Necromantic spell deck. Cloud of Flies Zombie Lords are surrounded by a black cloud of flies. When the Zombie Lord is fighting these evil buzzing creatures fly into the eyes and mouths of any models in base-to-base contact clogging their ears and crawling up their nostrils. This terrible distraction means that any enemy fighting a zombie lord must deduct -1 from their to hit rolls in HtH combat. Terror Zombie Lords are hideouly disgusting evil creatures. They cause terror as described in the Warhammer rulebook. Immune to Psychology Zombie Lords are not affected by psychology themselves. They are immune to fear, terror, panic, and all other psychology tests.

SPECIAL CHARACTERS

skullHenri Lamorte--UNDEAD ADMRIAL skullKonrad Von Carstein skullMotrag Baal,Wraith of Vengeance


Henri Lamorte

In the year 1175 Settra launched a massive fleet attack against Bretonnia. He was met at Savage Point by a Bretonnian fleet leaded by Admiral Henry Lamorte. Settra's fleet was heavily defeated, but he managed to escape vowing revenge.

Over one hundred years later the Lamorte familly crypt was pillaged by grave robbers who stolem the long dead body of Henry in an apparently motiveless crime. Soon after, however, there were reports of a new and highly skilled Wight Lord commanding Settra's Undead fleet...

From the year 1275 Admiral Henri Lamorte commands Settra's sea forces. He is the most talented of his admirals and his most trusted follower. He defeated countless fleets of Bretonnia and Empire, his name is now known all over the Old World. It is spoken with fear with hate for everyone knows that to be captured by Lamorte means a fate worse than death itself. Tens of thousands of victims were already taken to Khemri to be sacrified for the glory of the tomb kings. Their dead bodies enlarged Settra's ever growing Undead army.

The last recorded battle with Henri's fleet occured over fifty years ago near the Bretonnian city Magritta. He defeated a large fleet under the commmand of Olivier de Rochefort, puting the Bretonnian admiral at the end of his sword during the combat. Of fourty Bretonnian warships only three managed to escape. From this day Henri was not seen, but it's only a matter of time before he returns to spread terror and death...

CharacterMWSBSSTWIALdPV
Henri Lamorte4645445310180

Weapon / Armour : Henri is armed with two scimitars (he has 4 attacks in total). He is equiped with a heavy armour. He cannot ride any steed nor a monster.

Magic items : Henri can take up to 3 magic items in total. Usually he carries the Deathsea Blade, the Armour of Souls and the Cursed Amulet.

Special rules :

Henri Lamorte is an independent character and does not have to lead or be part of a unit. He may any of the magic item cards that are normally only available to Liches. In addition, the following special rules apply.

Immune to psychology
Henri is not affected by psychology. He is immune to fear, terror, panic and all other psychology tests.

Terror
Henri is a powerful and frightening character who causes terror as described in the Psychology section of the Warhammer rulebook. Remember that creatures which cause terror also cause fear.

Famous leader
Henri is the most talented admiral in Settra's fleet and probably the most cunning of all sea commanders in the entire Old World. When he is leading a unit of undead corsairs they do not suffer casualties if they are beaten in combat. It means that the unit is simply unbreakable, just like a regiment of flagellants, for example. This rule applies only if Henri is with the regiment. If he decide to leave his unit, the effect is lost unless he joins it again.


New magic items :

Deathsea Blade.......................................................................................50 points
The Deathsea Blade is an ancient magic scimitar. It was found by Henri during one of his long voyages in a wreck of a galleon near the Arabian coast. The blade adds +1 to the wielder's toughness. In addition, any enemy who try to attack the wielder have a -1 modifier to his WS (Undead only).

Armour of Souls.......................................................................................20 points
The Armour of Souls is made of meteoric iron and enforced with powerful enchantments. It confers an unmodified 5+ saving throw against any weapon, even magical. (Undead only)

Cursed Amulet.........................................................................................60 points
The Cursed Amulet is a mumified hand of a necromancer. It dispels automaticaly any spell cast upon the wielder or the unit he is with at a throw of 5+. If the wielder is killed the amulet explodes causing 1 automatic wound with no saving throws even for magical armour to all the models in base contact with the wielder. (Undead only)

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Konrad von Carstein

Konrad was the successor of Vlad von Carstein. After the defeat of Vlad during the siege of Altdorf in 2051, Konrad seized power in Sylvania. He was said to be completely mad. In fact, Konrad was a cruel and merciless man even when he walked among the living. After thr transformation into an Undead he became even more obsessed and unstable. His reign of terror lasted nearly a century and caused his name to be used to frighten children to this very day.

Konrad lacked any skill in necromancy, so he used to enslave any wizards he could catch and forced them to do his will. In a few years he had a huge Undead army and began to attack the Empire territories. In 2100 he fought and won a battle near Middenheim. Finaly in 2121 at Grim Moor his forces were cut down by a combined army of humans and dwarfs. During this battle Konrad was killed by Elector Count Helmar. This should finish the infamous history of Konrad von Carstein, however, nobody ever found his body. It was probably taken by his followers before the allied forces could find it and destroy. Some scholars supose that the body was bought by some necromancer of Araby, but this is only a guess. One thing is clear : if Konrad will return some day, the world should tremble.


CharacterMWSBSSTWIALdPV
Konrad von Carstein6867649410200

Weapon armour : Konrad von Carstein may ride a skeleton steed or a monster. He is equiped with heavy armour, a shield and a hand weapon.

Magic items : Konrad may take up to three magic items in total. Usually he carries the Slicer, a Potion of Strength and the Mask of Black Death.

Special rules :

Konrad is an independent character and does not have to lead or be part of a unit. He cannot use any item for wizards only. In addition, the following special rules apply.

Hate
Konrad von Carstein is a crazy man, who hates all living species. Therefore he is subject to hatred against all living creatures, as described in Warhammer rulebook.

Cannot cast spells
Konrad lacked any skill in necromancy and didn't used any spells. For that reason, unlike any other vampires, he isn't a wizard. He cannot also dispel nor take any wizard only items.

Will always pursue
Konrad takes pleasure in the pain of others, so he likes very much to cut down fleeing, defenceless persons. He must pursue a fleeing unit. There is no need to make a Ld test, it is automatically failed.

New magic items :

Slicer...........................................................................................................30 points
Slicer is a blade made of daemon bone. Any wound cause by the Slicer is extremly painful. If a victim takes a wound inflicted by Slicer then it must subtract -1 from its Ld. If the victim takes 2 wounds, then it subtracts -2 and so on. The loss is permanent, for the rest of battle. Obviously, if the victim has only 1 wound it will be killed outright, so this rule only affects creatures with several wounds. (Undead only)

Mask of Black Death................................................................................20 points
Konrad wears a terrifying mask that represents death itself. Any chracter wearing the mask causes fear as described in the Warhammer rulebook. (Vampire only)

Written by Piotr Moskal (Frogger)


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Motrag Baal,Wraith of Vengeance

Motrag was once one of the most brilliant necromancers to study the dark arts during the first century. During a complex ritual that could have combined the Necromatic arts with Grey magic, the traitorous Lichemaster, Heinrich Kemmler, raided Motrag's crypt and turned his magic against him during the height of the ritual. His body was torn apart by the backlash of magical energy. His few spells that he had once mastered where seared away from his conscience and fused with the few possessions he held. As Motrag's soul shriveled and twisted into the ethereal form of a wraith, the lichemaster stole the few forsaken tombs scattered about and fled. During his hastened departure, Kemmler nocked a broken flask, slicing his arm in the process. The blood pooled in the shadows of the flask as the Grey spell Traitors of Tarn was imbedded to its streaked shards. Motrag's remaining spells infused to the great crimson scythe which he clutched, and the unholy altar that his body had rested upon during the unfinished ritual. Sanguinaire, as the scythe had been named by cursing Bretonians during the battle the Crimson Tide, gained the ability the call forth rotting legions of the undead. The altar beneath Motrag's robes pulsed with unholy energies and hovered inches off of the worm infested floor. Any champions or heroes unfortunate enough to be dragged upon it and sacrificed, returned to serve Motrag as wights or fellow wraiths. Four chained carrion haul the devastating altar through the skies. Motrag rides upon it, charging down onto cowering units destined to die by the blade of Sanguinaire.
Motrag Baal............................400 pts. Sanguinaire................150 pts. Mutinous Flask............50 (+10) pts. Black Altar.................200 pts.
    Profile M WS BS S T W I A Ld
    Mortag Baal 5 6 2 8 5 6 5 5 10
    Carrion 24 3 0 3 3 2 4 3+ 7
Equipment: As a Wraith, he is armed with a double-handed scythe. Save: None, can dispel magic spells cast upon him 5+. Magic Items: Motrag can carry use three magical items. He always uses Sanguinaire, and usually brings the Mutanus Flask and the Black Altar. Sanguinaire: Motrag's crimson scythe draws death and undead legions to its bloody blade. Each turn, Motrag can "Raise The Dead" anywhere in the battlefield with no range restriction. It does not require the Winds of Magic. Due to its enormous size, each wound the blade inflicts counts as two. Mutinous Flask: Powered by the traitorous blood of the lichemaster, whenever filled with the blood of the enemy it can be used to find traitors in a unit. The flask gains one use for each unit that Motrag slaughters. For +10 points, it can begin the battle with one use. Any unit within 6" can be splashed with the blood, causing D3 figures to test for Traitors of Tarn, 3D6 to leadership much like a panic test. If Even one fails, he is then under the control of Motrag, and one figure beside him must test and continue as if Traitors of Tarn was cast. Black Altar: Powered by the dark magic infused to its structure, the altar glides silently through the air propelled by four carrion. Each time a champion, hero or wizard is killed by Motrag or his carrion, one D6 is rolled. On a 4+ the character is turned into a wraith or wight as if "Hand of Dust" had been used to kill the character. Special Rules As a wraith, Motrag is subject to all wraith rules as they are stated in the rulebook. These include Terror, Ethereal, Immune to Psychology, Chill Attack, Combat Results. The following are exceptions that only affect Motrag and his Altar. Hatred: The lichemaster's betrayal left Motrag's soul with a deep rooted hatred for all wizards or shamans. Animosity: His hatred for all wizards clouds his judgement. Whenever an allied necromancer is within 12", Motrag is forced to take an animosity test. *If he ever meets Heinrich Kemmler on the field of battle, allied or not, no animosity test is needed. Motrag will move straight toward the lichemaster at top speed until he is able to charge. When attacking Kemmler, Motrag is affected by both Hatred and Frenzy. Fly: Motrag's Altar can fly as described in the Warhammer rulebook. If all the carrion are destroyed. it still possess the power to Fly High due to its own unnatural abilities. Combat: When charging, the Black Altar is considered a chariot with 2 additional scythes to cut down enemy units. The carrion do not support riders and therefor they do not have the benefit of extra attacks. When fighting h-t-h, enemy units fight against the highest WS on the Altar (Motrag). Any wounds are distributed amongst the altar, carrion, and Motrag. Shooting H-T-H 1 Motrag 1 Altar 2-3 carrion 2-3 carrion 4-6 Altar 4-6 Motrag If the Altar is destroyed, the carrion are removed but Motrag remains in play. If Motrag is destroyed, the altar moves 2D6" up to its maximum speed, but remains steerable and under control due to its dark magics. Ways to Make Him: A wraith figure with a very large scythe(scythe will probably need to be made by cutting and glueing weapons from other figures.) A regular scythe could be used, as long as it is Crimson Red. The altar would have to be pieced together from the undead building that are purchased for details or campaings, or homemade ones would do fine. The four carrion are used on their stands with no rider, small chains could be used to link them together. The altar could be levetated by homemade or carrion stands. * Motrag is completely unofficial and can be made whichever way seems to fit.

Nicholas F.



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