Josef the Undying
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Human
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3 wyrdstones to Hire
1 wyrdstone to Upkeep
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+60 Warband Rating
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M
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WS
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BS
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S
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T
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W
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I
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A
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LD
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SAVE
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4"
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5
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3
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3
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4
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2
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3
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1/2
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8
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-
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Equipment: Dagger, Sword
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Josef is a Necromancer, master of the dark lore of the
Liber Thanos. A loyal follower of the von Rochesteins, he has risen in stature
to be a power in his own right. He is often sent to aid Undead and Necromancer bands
by his dark Master, Octavian, in return
for offerings.
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Josef costs 3 wyrdstone to hire and 1 wyrdstone to upkeep. However, his services
are in demand and someone may have made a better offer for them. At the beginning
of every battle after the first roll a d6; if a 5+ is rolled Josef has been called
away by his Master and departs before the battle begins despite any upkeep paid
to retain him. Josef increases the warband's rating by 60 points.
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Josef will work for Vampire lead
Undead bands and Necromancer
bands. If an opposing warband includes Octavian
or Lillith in its roster, Josef automatically
leaves the band and joins the other band for the duration of the battle (for free).
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1. Bolster
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The Necromancer may bolster the animating magics of True Undead. If succesfully
cast, all True Undead within 6" of the Necromancer regain a single Wound if below
their normal complement. Knocked down models may stand back up, but still strike
last in the ensuing HtH phase. Range 6" Radius, Difficulty: 6.
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2. Spirit Fetish
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The Necromancer has crafted a Spirit Fetish. This usually takes the form of a skull
but may be in any form. By using the fetish the Necromancer may set spirits upon
a target, causing them ill luck and misfortune. A single enemy model up to 12" away
may be targeted if a clear LOS can be drawn. If succesfully cast, all models attacking
the target may re-roll failed to hit rolls in the ensuing HtH phase. Range 12",
Difficulty 7.
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3. Soultrap
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This Spell allows the Necromancer to trap the souls of his foes. The Necromancer
may target one enemy model in base to base contact with this Spell. If succesfully
cast the target must make a Leadership check or be taken Out of Action. If a Hero,
then do not roll on the serious Injury chart, instead roll for the model as if he
were a Henchmen (1-2 Dead, 4-6 Recovered). Range: BtB, Difficulty: 9.
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4. Deathwalker
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The Necromancer knows the secrets of the boundary between Death and Life. If he
is ever take Out of Action he may ignore the 'Dead' result on the serious injury
chart, treating it as Fully Recovered. Difficulty: Auto.
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5. Death Magic
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The Necromancer is adept at using the Dark Magics to harm the living. A single model
within 12" may be targeted in the shooting phase if a clear line of sight can be
drawn. If the Spell is succesfully cast, the target takes d3+1 Strength 3 hits,
ignoring Armor saves. Not vs Daemons or True Undead. Range 12", Difficulty: 8.
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6. Basic Necromancy
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The Necromancer is knowledgable of the rituals necessary to maintain and preserve
the various forms of True Undead. If the Necromancer is not put Out of Action, then
True Undead (Zombies, Skeletons, Mummies, Dire Wolves) Henchmen put Out of Action
leave the warband after a battle only on a roll of a 1 rather than a 1-2. Furthermore,
True Undead Heros that roll the 'Dead' result on the serious injury chart may roll
again, but must abide by the second roll. Difficulty: Auto.
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Necrotic Aura
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UNIQUE: Josef has died and risen many times, and his soul stinks with death magics. Any
weapon he weilds in HtH has +1 Strength and inflicts d3 Wounds instead of the normal
one Wound (not shown on profile).
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