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====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.
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