UNDEAD SPECIAL CHARACTERS
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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.
Vlad Von Carstein, Vampire Lord..... 375 points
+50 points, Carstein Ring
+75 points, Sword of Unholy Power
Your army may include Vlad 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 |
|---|
| Vlad | 6 | 8 | 6 | 7 | 6 |
4 | 9 | 4 | 10 |
Weapons/Armour: Vlad may ride a Skeleton Steed (+2 points).
Magic Items: Vlad may take up to four items. Usually he carries the following items:
Carstein Ring: If Vlad is slain, he may return to life immediately. The model is replaced within 12" of the position where he was slain. All of his wounds are recovered and any magic items, spells, etc. are returned. If Vlad was leading the Undead army this means that his death does not destroy the army, and he may continue to fight as normal. The ring may only be used once per battle. If Vlad is slain a second time he cannot return from the dead again.
Sword of Unholy Power: Vlad may draw on the power of his sword to cast one of his Dark Magic or Necromantic Magic spells per magic phase. The spell is cast automatically, wihtout Vlad having to expend any power cards to cast it. The spell may be dispelled as normal. Roll a D6 each time the sword is used. If the roll is less than or equal to the power normally required for the spell that was just cast, then the energies of the sword are exhausted and it cannot be used again for the rest of the battle.
Isabella Von Carstein, Vampire Countess..... 175 points
Your army may include Isabella von Carstein, but only if it also include Vlad von Carstein as well.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Isabella | 6 | 7 | 5 | 6 | 5 |
3 | 8 | 3 | 9 |
Weapons/Armour: Isabella is armed with a sword, and may ride a Skeleton Steed (+2 points).
Magic Items: Isabella may take up to two magic items.
Special Rules: If Isabella is killed, then Vlad will be overcome with grief and go into a berserk fury. For the rest of the battle he will be subject to frenzy. In addition, he becomes subject to hatred against the model or unit that killed Isabella.
If Vlad is killed then exactly the same special rules apply to Isabella. If the battle is part of an ongoing campaign and either Vlad or isabella is killed, then you should roll a D6 for the surviving partner. On a 1-3 they are overcome by despair and will kill themselves rather than face an eternity alone. On a 4-6 they are driven mad by anger and grief, and swear vengeance against all living creatures - from now on the character is subject to frenzy and hatred in every battle that they take part in.
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.
Arkhan the Black, The Liche King..... 350 points
+50 points, Staff of Damnation
+50 points, Tomb Blade of Arkhan
+25 points, The Cursed Book
+50 points, Arkhan's Chariot
Your army may include Arkhan the Black. He is a Liche and 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 |
|---|
| Arkhan the Black | 4 | 7 | 7 | 5 | 4 |
4 | 6 | 5 | 10 |
Arkhan's Chariot | - | 4 | - | 6 | 6 |
3 | - | D6 | - |
Skeleton Steed | 8 | 2 | 3 | 3 | 3 |
1 | 2 | 1 | 5 |
Weapons/Armour: Arkhan is armed with a sword, staff, and rides into battle on a huge Undead Chariot.
Magic Items: Arkhan may take up to three items. Usually he carries the following items:
The Tomb Blade of Arkhan: Whenever a creature of only 1 wound is killed by the Tomb Blade the slain model is removed and replaced bwith a Skeleton warrior (mounted on a Skeleton Steed if it was mounted on a steed before). The Skeletons raised in this way form a new unit with Arkhan as the unit leader and have the standard profile given for Skeleton warriors. Each time another foe is slain an additional Skeleton is added to the unit. Heroes and other creatures with more than 1 wound are never raised as Skeletons.
The Staff of Damnation: The Staff contains a spell that can be used to invigorate every friendly Undead unit within 36" of the caster in the magic phase. Each unit can take one of the following extra actions immediately, even though it is out of the normal sequence: charge, march move, fight a round of hand-to-hand combat, or shoot with missile weapons. Note that these effects are the same a Vanhel's Danse Macabre, except that several units may be affected. The notes in the rulebook pertaining to this spell also apply. Roll a D6 each time Arkhan uses the staff. On a 1 or 2 its energy is exhausted and it cannot be used again.
The Cursed Book: The Book radiates an aura of pure evil that will affect any living creature within 6". Affected models are so overcome with dread that they suffer a -1 modifier to all their to hit rolls with ranged weapons or in hand-to-hand combat.
Special Rules: Arkhan is not affected by psycholgoy, and causes terror.
Arkhan's Chariot: The yoke of the chariot is fitted with two scythes, which add +2 to the number of hits the chariot inflicts when it charges into combat. In addition, the head of the manticore is part of the yoke, and snaps and bites when the chariot is in combat. This head is allowed to make one attack in hand-to-hand combat with a WS4 and S6. This attack is in addition to the D6 hits the chariot causes when it charges into combat.
Fly: Arkhan's chariot can fly, even if all the Skeleton Steeds that pull it are destroyed, as it has the wings of the dead manticore that allow it to fly.
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.
Settra, the Tomb King of Khemri..... 210 points
+50 points, Staff of Osiris
+50 points, Tomb King's Crown
+30 points, Flail of Skulls
Your army may include Settra. 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 |
|---|
| Settra | 3 | 5 | 0 | 5 | 6 |
5 | 5 | 4 | 9 |
Weapons/Armour: Settra is armed with a flail, staff, and may ride a Skeleton Steed.
Magic Items: Settra may take up to three items. Usually he carries the following items:
Staff of Osiris: Once per magic phase the Staff may be used to unleash a bolt of energy. The bolt flies 18" in a straight line, striking the first model in its path. The victim takes a single Strength 6 hit that causes D3 wounds, with no armour saving roll allowed. If the first victim is killed then the bolt of energy will carry on, striking the next victim in its path exactly the same way. It willc arry on in this way until it either fails to kill a target, or reaches the extent of its 18" range. Roll a D6 each time he uses the staff. On a 1 or 2 its energy is exhausted and it cannot be used again this battle.
The Tomb King's Crown: Any Undead model that is within 12" of the wearer of the crown may use the wearer's WS and BS instead of their own. This ability may not be used if the wearer of the crown is engaged in hand-to-hand combat himself.
Flail of Skulls: It is treated as a flail in hand-to-hand combat. In addition, each wounding hit causes 2 wounds against living opponents instead of the normal 1.
Special Rules: Settra is not affected by psycholgoy, and cuases terror.
Fire: Settra is preserved in the same way as a mummy, so any hit by a flaming weapon or spell will inflict double wounds.
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.
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