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===Army Rules=== All units in the Army of the Lichemaster are governed by the following: *'''Undead''': Universal. Like usual it's a mishmash of other rules: **'''Break Tests''': When you lose combat, you take an unsaveable amount of Wounds equal to the amount you lost by instead of taking a break test. In the even of multiple combats, these Wounds apply to all units on the losing side. **'''Immune to Psychology''': Exactly what it says on the tin. **'''Cause Fear''': Same as above. **'''Charge Reactions''': Undead can only Hold when they're charged, a shame as Kemmler's army can actually get shooting attacks. **'''Marching''': No unit can March unless they're within 12" of Kemmler. *'''The Lichemaster''': Kemmler must be in the army and he must be the general. If he's ever killed (as much as he can be anyway), then at the end of the phase (and the start of every controlling player turn afterwards) everyone in the army must take a Leadership test, taking a Wound for every point they fail by, unless they're a character. If units have characters in them they can use the character's Leadership, which oddly enough means that Kemmler dying hardly affects most of his army. The average Ld is 8 and characters are either Ld9 or Ld10. If there was anybody else who could use Necromancy in this list then Kemmler dying could be entirely healed off. Oddly enough too the rules state that if Kemmler is taken below 0 Wounds but somehow gets them back then the army-wide crumble ceases to apply. ====Lords==== {| class=wikitable ! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Heinrich Kemmler:''' || 550 || 4 || 3 || 3 || 4 || 4 || 3 || 3 || 1 || 9 || 5++ |} *Naturally Kemmler is the one and only Lord of this army. He's compulsory so you might as well learn to like him, despite his 550 points cost. He's an absolute magical beast especially if he teams up with a Shadow Druid carrying the right items and he has the following profile and items/rules: {| class=wikitable *'''Unit Size''': Just Kemmler. *'''Chaos Tomb Blade''': This allows kemmler to re-roll failed To Wound rolls and stacks nicely with Dessicating Grasp. *'''Skull Staff''': Enemies have to reveal all magic items when they come within 12" and it allows Kemmler to re-roll the result on the Miscast table. Very handy for making sure he doesn't instantly die to a bad casting/miscast roll. *'''Cloak of Mists and Shadows''': Kemmler's Ethereal. A very nice survivability bonus and it allows Kemmler to troll a few heroes/lords and their mounts who don't have magic weapons (they're more common than you might think). *'''Black Periapt''': Kemmler can store one unused power/dispel dice, and then use it in the next magic phase (turning a power dice into a dispel dice and vice versa). *'''Power Familiar''': Kemmler gets a free power dice and dispel dice in their respective magic phases. :''In addition to the above equipment, Kemmler also has the following rules:'' *'''Magic''': Kemmler is a level 4 Wizard who knows all the spells in Lore of the Lichemaster. *'''Master of Necromancy''': Kemmler can cast any spell he wants as many times as he wants so long as he still has power dice. An extremely powerful rule that almost justifies his obscene points cost on its own. *'''Spells of Protection''': Because only pussies gain their Ward saves from magic items. Kemmler finally decided he needed at least some save of some kind, so he cast a few spells on himself that give him a permanent 5+ Ward save that cannot be removed by any normal means (such as destroying a magic item, since this is a rule unique to him). Kemmler and his unit (should he be in one) also ignore one point of crumble, which can certainly help out if you lost because of something minor like musicians or outnumbering. *'''Undead''': As described above. ====Heroes==== {| class=wikitable ! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Krell:''' || 190 || 4 || 5 || 3 || 4 || 4 || 3 || 4 || 4 || 6 || 4+/4++ |} *Like Kemmler, Krell is compulsory and how much you like him will depend almost entirely on how well you do with Stupidity tests, as Krell unfortunately has that rule and Kemmler's only Ld9. Still, Krell's more of a melee powerhouse in this edition than he is in later iterations and no matter who you point him towards, so long as it isn't a monster he's practically guaranteed to fuck shit up. He has the following profile and magic items/rules: *'''Unit Size''': Just Krell. *'''Black Axe of Krell''': Way better in this edition than it was in later editions, the Black Axe of Krell is a Great Weapon that aside from the usual rules, also causes whoever it Wounds to roll a dice at the start of each player's magic phases. On a 1-2, the model suffers an additional Wound that ignores Armour saves, and this effect lasts for the rest of the game. Even if Krell is killed, this ability is likely to finish off whoever killed him. *'''Crown of the Damned''': Krell has a 4+ Ward save and suffers from Stupidity. In addition the crown has fused to Krell and the two have become one entity, in practice this means the item is indestructible, in effect meaning it cannot be destroyed by spells such as Vaul's unmaking. *'''Chaos Armour:''' Krell was a former Chaos champion after all, so naturally he has Chaos Armour. Given how he's armed though it's more of a mulligan compared to stuff like his crown. :''In addition to his fancy hat and axe, Krell has the following rules:'' *'''The King of Wights''': Krell's killing blow works on a 5+ instead of a 6+. If you use Eternal Vigour on Krell you're practically guaranteed 4 Wounds, about half of which benefit from Killing Blow. This in turn also means Krell's a close combat monster and a terrifying opponent against anyone who can be affected by Killing Blow. *'''Undead''': As described above. {| class=wikitable ! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Barrow King:''' || 100 || 4 || 4 || 3 || 4 || 4 || 2 || 4 || 3 || 9 || 5+ |- | '''Chariot:''' || - || - || - || - || 5 || 5 || 4 || - || - || - || 4+ |- | '''Skeletal Steed:''' || - || 8 || 2 || 2 || 3 || - || - || 2 || 1 || - || - |} *Yet another compulsory choice, so you might as well learn to love them. It's a Wight King that always comes mounted on a Chariot; Their statlines and points costs are pretty bad, but their chariots are quite good and the magic items they can take are fantastic, so their impact largely depends on how they're built and when you use them. Done properly they can very well surprise you with the destruction they can bring. *'''Unit Size''': One Barrow King on a Chariot pulled by two Skeletal Steeds. *'''Generic Equipment''': Hand Weapon, Heavy Armour and Great Weapon. *'''Options''': **Barrow Kings can choose Magic Items from the common lists or the Archeological Artefacts list of up to 50 points. :::It's rather a shame they can't choose shields aside from magic ones. With some editions this would provide them a massive armour boost against missile fire (in 7th for example, having a 4+ save on a 4+ Chariot would mean you had a 2+ Armour save against missile fire). :''In addition to the above equipment, Barrow Kings have the following special rules:'' *'''Magical Attacks''': Exactly what you think it means. *'''Killing Blow''': Same as above. **At the time this was actually a bit different than the regular book, because back then Wight Kings gained both of their abilities from the weapons they used, and as such they could be taken away by spells like Vaul's Unmaking. Since these are special rules they are exempt to such tactics, and in one case Killing Blow can cause a ridiculous chain reaction of deaths thanks to a certain sword (think beheading lightning). *'''Undead''': As described above. {| class=wikitable ! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Shadow Druid:''' || 70 || 4 || 2 || 0 || 2 || 2 || 2 || 2 || 1 || 10 || - |} *The first choice that isn't compulsory, although these guys are awesome enough you're going to want 1-2 of them anyway. They have the single worst profile out of all characters in Warhammer Fantasy (presumably because they're ghosts and have no physical body), however their rules certainly make up for it and their magic items are must-haves. *'''Unit Size''': One Shadow Druid. *'''Magic''': Shadow Druids are Level 1 Wizards who can use the Lore of Death or the Lore of Shadow. *'''Generic Equipment''': Hand Weapon. With a statline like theirs it's not like they should have anything more anyway. *'''Options''': **Shadow Druids can choose Magic Items from the common lists or the Archeological Artefacts list of up to 50 points. **Shadow Druids can be upgraded to Level 2 Wizards for +35 points. :''In addition to the above equipment, Shadow Druids have the following special rules:'' *'''Undead''': As described above. *'''Ethereal''': Awesome. This means that your Shadow Druid can go with units or on their own, and like Kemmler they can be challenge trolls, holding up anyone who doesn't have a magic weapon. **A nice thing to note is their Ld of 10 on top of being Wizards. This means that one of them can babysit Krell while still being able to cast spells should Krell fail his stupidity test. '''Those are all the heroes that the Army of the Lichemaster gets, which unfortunately means you get no Battle Standard Bearer. This is quite unfortunate as unless Krell has a babysitter it's easier for him to fail his test than you'd think and some of your other choices die if they fail their Leadership tests. In turn this means Krell either goes along on his own beside other units, or you pair him with a Shadow Druid the entire time which admittedly doesn't work out all that badly.''' ====Core Units==== {| class=wikitable ! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Skeleton Warrior:''' || 7 || 4 || 2 || 2 || 3 || 3 || 1 || 2 || 1 || 3 || 6+ |- | '''Skeleton Chieftain:''' || - || 4 || 2 || 2 || 3 || 3 || 1 || 2 || 2 || 3 || 6+ |} *One unit of these are compulsory, which is unfortunate as they pale in comparison to literally every other choice in the army. You might as well find a use for them though since you have to take at least one unit, whether it's as a small unit of charge re-directors, a large tar pit, small javelin throwers meant to annoy or just a bunker to hide Kemmler in. Fortunately they're also the last the Compulsory units and from here on out you're free to choose what you wish. *'''Unit Size''': 10-40 Skeleton Warriors. *'''Generic Equipment''': Hand Weapon and Shields. *'''Options''': **Any unit may replace their Shields with Great Weapons for +2 points per model. This is actually a good idea if you want to make them useful, as S5 models for only 9 points each are a pretty decent deal, especially if Kemmler casts Eternal Vigour on them, you'll end up with Core than can wreck the shit of most Special choices. **Any unit may be equipped with Javelins for +2 points per model. An iffy prospect at best, especially depending on the edition you're playing at. In the editions before 8th, you'd hit on a 5+ so long as then enemy had no cover (regardless of moving and long range) and you could pick away at a few wounds each turn, but at 9 points and the comparatively short range of Javelins made them little more than an annoyance that cost too much. **Any unit may be equipped with Light Armour for +1 point per model. A good choice if you want to keep them with sword and board. **Any unit may be equipped with Spears for +1 point per model. Skeleton Warriors can make for a decent horde and like with Great Weapons, casting Eternal Vigour on them can have them put out a surprising amount of damage. Cheaper than Great Weapons though they're slightly more durable and not as likely to kill as much. **Skeleton Warriors can buy Command for the respective costs: Musician (+5 points), Chieftain (+10 points), Standard Bearer (+10 points). :''In addition to the above equipment, Skeleton Warriors have the following rule:'' *'''Undead''': Slap yourself if you thought otherwise. {| class=wikitable ! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Ghost:''' || 60 || 6 || 2 || 0 || 3 || 3 || 1 || 1 || 0 || 10 || - |} *These work similarly to Banshees, although they are far better at it than those ghosts. Unfortunately this is balanced out by the fact that they have a chance to die each turn (and when that happens, they can't come back). Don't be scared off by their terrible statlines, thanks to their special rule proper use can have them kill models that are worlds above them in terms of points quite easily and even models that have magic items/weapons aren't safe. *'''Unit Size''': 1 Ghost. *'''Generic Equipment''': Hand Weapon. They can't actually attack so it's not like they need anything else. :''In addition to the above equipment, Ghosts have the following rules:'' *'''Undead''': It figures. *'''Ethereal''': Fucking duh. *'''Tormented''': Ghosts always act as if Kemmler had died, following the Lichemaster rule described in the Army Rules. If Kemmler ever dies then they have to take the test twice. Of course if they fail at all (a little hard on Ld 10, but you'll be taking a lot of tests) they instantly die. Lorewise this is because they're constantly fighting Kemmler's control as they don't actually want to hurt the living (whereas Banshees and Cairn Wraiths do), but Kemmler uses them anyway because (former) beggars can't be choosers. *'''Chill Attack:''' The main reason you take these guys. This attack can only be used in close combat and doesn't work on units that are Immune to Psychology. At the start of the close combat phase, the unit(s) engaged with the ghost must take a Leadership test on 2D6+2, taking a Wound for every point that they fail by. These Wounds ignore Armour saves, are distributed like combat casualties (so in editions earlier than 8th would take away the attacks that the targeted unit(s) could make back) and count towards combat resolution, which is awesome. On their own these guys can slaughter monsters, wipe out skirmishers and utterly break units of elite models. They also combine extremely well with anything that decreases the enemy's Leadership, as well as any other unit of yours (since they even work before Always Strikes First and as stated, can take away attacks from enemy units, therefore protecting your own units) and they're absolute hell for any cavalry that can be affected by them. *'''Core Units''': Ghosts do not count towards the minimum amount of Core units you must have. A real shame because they can be pretty awesome, skeletons can seem like sub-par choices, and the next choice is really expensive. If Ghosts didn't have this rule they'd be the perfect Core choice filler. {| class=wikitable ! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Simulacra:''' || 65 || 5 || 4 || 0 || 5 || 5 || 3 || 1 || 4 || 10 || 5+ |} *These are walking statues made in the appearances of the various gods of death, and they're fucking awesome. Simulacra work like Tomb Kings Ushabti, except they're even better and they're core! While they might be limiting as far as static resolution goes, Simulacra are murder machines that only get better with Eternal Vigour cast upon them. *'''Unit Size''': 3+ Simulacra. *'''Generic Equipment''': Hand Weapon. With a profile like that who needs anything else? :''In addition to the above equipment, Simulacra have the following rule:'' *'''Undead Constructs''': Simulacra have the Undead rule and on top of that suffer one less Wound from Crumble than normal (which really helps save them in case the enemy outnumbers/has a musician) and it also gives them a 5+ Armour save. ====Special Units==== {| class=wikitable ! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Embalmed One:''' || 12 || 3 || 3 || 0 || 4 || 5 || 1 || 3 || 1 || 8 || - |- | '''Cadaver:''' || - || 3 || 3 || 0 || 4 || 5 || 1 || 3 || 2 || 8 || - |} *The anvil to end all anvils. The Simulacra's points costs hold them back from being a great tar pit, but the Embalmed Ones have no issue, having good Strength and fantastic Toughness. Just watch out for poisons and other auto-wounding effects. They're also basically 4th edition mummies with fewer Wounds (and use the same models) which is awesome. *'''Unit Size''': 5-20 Embalmed Ones. *'''Generic Equipment''': Hand Weapon. Unfortunately they can't get anything else which is a real shame. *'''Options''': **One Embalmed One can be upgraded to a Cadaver for +14 points. :''In addition to the above equipment, Embalmbed Ones have the following rule:'' *'''Undead''': Yep, the mummies have it too. {| class=wikitable ! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Horseman:''' || 16 || 4 || 2 || 2 || 3 || 3 || 1 || 2 || 1 || 5 || 4+ |- | '''Chieftain:''' || - || 4 || 2 || 2 || 3 || 3 || 1 || 2 || 2 || 5 || 4+ |- | '''Skeletal Steed:''' || - || 8 || 2 || 0 || 3 || 3 || 1 || 2 || 1 || 5 || - |} *Kemmler's poorly named and overpriced cavalry, good for flank charges and that's about it. Their points costs are very prohibitive so if you're taking them, make sure you're going to get your money's worth and break the enemy on the charge, otherwise they're just going to waste. At least their points cost have an explanation as far as the lore goes, that being the Barrow Kings couldn't find many uses for cavalry in a forest, so they hardly had any. *'''Unit Size''': 5-16 Unquiet Horsemen. *'''Generic Equipment''': Hand Weapon, Spear, Light Armour and Shield. *'''Options''': **Any unit may replace their Spears with Lances for +1 point per model. The points cost for this unit might as well be 17 points per model as this is a near-mandatory upgrade. **Any unit may replace their Light Armour with Heavy Armour for +2 points per model. Not too bad an idea, you're already paying out the nose for this unit, so you might as well make them survivable. **Unquiet Horsemen can buy Command for the respective costs: Musician (+5 points), Chieftain (+10 points), Standard Bearer (+10 points). :''In addition to the above equipment, Unquiet Horsemen have the following rule:'' *'''Undead''': Yep, they've got it too. {| class=wikitable ! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Barrow Guardian:''' || 12 || 4 || 3 || 3 || 4 || 4 || 1 || 3 || 1 || 8 || 5+ |- | '''Dread Guardian:''' || - || 4 || 3 || 3 || 4 || 4 || 1 || 3 || 2 || 8 || 5+ |} *Grave Guard with a different name and newer options/rules for the time. They used to be outright better than regular Grave Guard as their magic attacks/killing blow weren't dependent on the weapons they used, but the later editions of VC changed them to make them almost identical to these guys. In effect these are going to be the elite troops of your army, as there is nothing in the game they cannot handle with the right equipment and Eternal Vigour. *'''Unit Size''': 10-30 Barrow Guardians. *'''Generic Equipment''': Hand Weapon, Corroded Heavy Armour (it has the same effect as the normal stuff). *'''Options''': **Any unit may be equipped with Great Weapons +3 points per model. You're paying out the ass for this upgrade, but in turn you get a unit that can slaughter everything in its path. If you are buying this upgrade, make sure you're not letting their unit-wide S6 go to waste. **Any unit may be equipped with Shields for +1 point per model. Mandatory if you're not taking Great Weapons, otherwise you can skip it. **Barrow Guardians can buy Command for the respective costs: Musician (+6 points), Dread Guardian (+12 points), Standard Bearer (+12 points). **A Standard Bearer can carry a Magic Standard worth up to 50 points. This is quite handy since aside from the obvious, you're not limited to only having one unit of these with a Magic Standard (unlike many other armies). :''In addition to the above equipment, Barrow Guardians have the following rules:'' *'''Undead''': Figures. *'''Magical Attacks''': Just like their Barrow Kings. *'''Killing Blow''': Not exactly reliable, but it is handy when it goes off. {| class=wikitable ! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Tomb Stalker:''' || 45 || 6 || 4 || 0 || 5 || 5 || 4 || 3 || 4 || 8 || 5+ |} *A bizarre unit for more than a few reasons. Like the Simulacra they are stone constructs (usually) with awesome statlines, however they're very limited in size and despite their Undead Construct rule are prone to being killed through static combat resolution. Thanks to their very cheap points cost (comparatively) you might want to take quite a few, but that eats up your special choices very quickly and even in 8th you're only allowed 3. As such they're better for keeping smaller units in check, taking out Skirmishers and hunting down more annoying units that you wouldn't want to spare an entire unit block to deal with. *'''Unit Size''': 1 Tomb Stalker. *'''Generic Equipment''': Claws/Tails/Fists/Whatever they're modeled with, aka a Hand Weapon. Like the Simulacra they don't need anything else. :''In addition to the above equipment, Tomb Stalkers have the following rule:'' *'''Undead Constructs''': Just like their Core choice stone buddies, Tomb Stalkers have the Undead rule and on top of that suffer one less Wound from Crumble than normal. Unfortunately as mentions this hardly helps them survive static combat resolution and is more of a mulligan. It also gives them a 5+ Armour save. ====Rare Units==== {| class=wikitable ! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Gloom:''' || 6 || 4 || 2 || 0 || 2 || 2 || 1 || 1 || 1 || 5 || - |} *A strange case, essentially being zombie ghosts. Meant to be a tarpit but they usually end up dying to their own rules more than anything else. Even so they can be quite good at holding up very high Strength units that the Embalmbed Ones can't handle even with their T5. If you're left with the power dice to spare however, Invocation of the Lichemaster can keep them in perfect shape without much issue and they might impress you against stuff like units with Great Weapons. *'''Unit Size''': 10-20 Glooms. *'''Generic Equipment''': Throttling Dead Hands (aka a Hand Weapon, or two if your opponent is generous and/or you want to try rules lawyer arguing it). :''In addition to the above equipment, Glooms have the following rules:'' *'''Ethereal''': The main reason you're taking them. Think of them as a unit of very weak Wraiths. *'''Tormented''': Like Ghosts the Glooms tend to destroy themselves. Unlike Ghosts, the entire unit doesn't die when they fail the test once. Unfortunately this also prevents them from using Kemmler's Leadership when they take the test. *'''Spirit Levy''': Basically the Skaven rule Strength in Numbers, the Glooms add their rank bonus to their Leadership. In practice this means they'll pass their tormented test more often than not provided they're at full Strength. If you're still worried about them even with Ld8, you could put a Shadow Druid in their unit as they're also Ethereal and have Ld10, therefore making sure the unit isn't going anywhere. *'''Undead''': Yep, they're spirits. *'''Winged Nightmares''': {| class=wikitable ! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Winged Nightmare:''' || 175 || 6 || 4 || 0 || 5 || 5 || 4 || 2 || 3 || 5 || - |} *Because Kemmler's powerful enough to have several of these things running around without other necromancers to power them. Winged Nightmares are of dubious use in this army, filling mostly the same role as the Tomb Stalkers (albeit for 130 points more) and having the added bonus of being able to hunt War Machine crews. However even in that role they're outdone by a Barrow King with a certain magic item (who's also 25 points cheaper). Still they're not actually bad at what they do, just outdone by some others in certain situations/with certain equipment, however if you've got other uses for Tomb Stalkers/you can't get a Barrow King on a Sky Chariot then you'll find they can do their job very well indeed. Depending on the edition you can also get great use out of their Terror rule as well. *'''Unit Size''': 1 Winged Nightmare. *'''Generic Equipment''': Hand Weapon. It's not like a monster can get anything else. :''In addition to the above equipment, Winged Nightmares have the following rules:'' *'''Undead''': Kemmler's Nightmares are Frankenstein creations between stuff like Manticores and Griffons, so naturally they're undead too. *'''Terror''': As it says on the tin. Either really good or mediocre depending on the edition you're playing. *'''Impale''': The Winged Nightmare gets +1 Strength on the turn it charges. In turn this means it Wounds even Dwarf artillery crews on 2+ when it makes the charge to ensure it makes the kill. *'''Fly''': Awesome, and the main reason you're taking them. Unfortunately it also makes them a big target which isn't helped by the next rule. *'''Large Target''': On the one hand it's nice that it can help them see over terrain (depending on the edition), on the other hand it really hurts to see them get shot. A lucky bolt thrower can definitely put them down. ====Archeological Artefacts==== :Kemmler's Magic Items. Both Barrow Kings and Shadow Druids can take common items, but these ones are almost all universally good as well as entirely unique to the army, so you might as well use them. =====Magic Weapons===== *'''The Stormsword of Medhe''': A magic sword costing 50 points. A sword that discharges lightning in each strike. Every time the bearer delivers an unsaved Wound from this sword, everyone in base contact with that model who took the Wound automatically suffer a Strength 4 hit. Thanks to how it's written, it's easily argued that such extra hits benefit from the Killing Blow ability, should the user be a Barrow King. Unfortunately the weapon also hits the user of the Stormsword (as well as any mount/chariot they might be on), which means that by killing enemies your Barrow King can easily decapitate himself with his own lightning (and thanks to his poor statline, he's quite likely to kill himself even without killing blow). Still, it's a high risk/high reward weapon that can easily wipe out more points than your King is worth, it's just a shame that at 50 points it takes up his entire magic allowance. =====Magic Armour===== *'''Shield of the Ancients''': A magic shield costing 50 points. One of the few ways to give your Barrow King a shield (which can buff him to a 2+ save against missile fire and working really well with his hand weapon depending on the edition), it's a shame that it uses up his entire points allowance. Still, it adds +1 Toughness and if you get a flank charge with a character as tough as their chariot, you're virtually guaranteed to stay lodged in there until the enemy breaks. =====Talismans===== *'''The Ring of Cailledh''': 30 points. An odd item, it gives you a 5+ Ward save that also grants you Frenzy (despite being Undead) should you pass it. Can be quite nice if you only wanted a 5+ since it's outright better than the 8th edition rulebook equivalent, and a Barrow King with 4 Attacks is awesome. Otherwise you should avoid it as Barrow Kings aren't especially durable anyway. *'''Hide of Retribution''': A 25 point cloak. An awesome item, every time you get hit, the model who did the hitting automatically strikes themselves with an equal amount of hits and at the same Strength. This is great for setting up traps and dealing a ton of damage without actually paying that much (a Barrow King who exposes their flank can wipe out an entire unit of Blood Knights for example). The model who has it isn't likely to survive, however so long as you kill more points than you spend you shouldn't regret a suicide run or two, and the psychological effect it can have on an opponent who knows you took it but not who you took it on can't be underestimated. =====Arcane Items===== *'''Staff of the Trickster''': A staff costing 50 points. A great reason on its own to take a Shadow Druid, as it allows you to modify one of your dispel dice to match the number on a casting dice. In effect you can turn one of your ones into a six which is fantastic. Combined with one of the later items and you'll be ruling the Magic phase. *'''The Storm Cauldron''': A cauldron costing 50 points. Another great reason to take a Shadow Druid, as not only does it allow them to take spells from the Lore of Heavens, but it also gives them +1 to cast such spells. Such a bonus is always welcome, it's much cheaper than the 8th edition common equivalent and the Lore of Heavens has plenty of useful spells to help you, regardless of edition. =====Enchanted Items===== *'''The Casket of Shadows''': A scary coffin costing 50 points and containing a bound spell (Shades of Death, power level 3). Your use of it will depend on the edition in which you're playing, as this can be really good or really bad. In effect whoever it's cast on now causes Terror instead of Fear. *'''Sky Chariot''': A special chariot for 50 points that can only be taken by Barrow Kings. This chariot grants the user the fly rule, and it's awesome, especially if you pretend the Barrow King's on a normal chariot right up until you suddenly fly him from atop a hill across the table and into a flank. It's a shame that the Barrow King only has a points allowance of 50 as there's so many good items for him to take. *'''Charm of Defiance''': 15 point charm that might as well be mandatory. It gives you two free dispel dice with no consequence in each enemy magic phase. It's probably supposed to have the ''one use only'' rule attached to it, but it doesn't! *'''Charm of Destruction''': Another 15 point charm that functions as a one use only bound spell (power level 4). If the Hide of Retribution is used on another model, you can certainly save this trap for somebody else. You can take as many of these as you'd like, even stack them on the same character and like the Hide of Retribution they can pull off an awesome performance if you pull a Barrow King up alongside another unit to get a ridiculous amount of hits (getting up to 21 automatic S4 hits on the 20mm bases, and 18 automatic S4 hits on 25mm bases) before combat even starts. Unfortunately pulling up alongside somebody like this likely means sacrificing your impact hits and charge bonuses, so you're going to have to decide whether or not this suicide run is worth it. </div> </div>
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